Quests for the passage to the Pagan Temple. What is Pagan's Temple? Entrance to pagan

Quest to get the Pagan Mark - the mark needed to open the big doors in the Pagan Temple. Consists of 2 quests.

Quest 1 - The Truth Beyond the Gate. A quest is taken in Rune, Mystic Guild, Priest Eliyah.
This quest is completed within the city limits. Talk to Priest Eliyah, then you will be directed to Priest Flauron, who is right at the entrance to the Pagan Temple (see the picture below for his location). Flauron will give you a fake pass to enter the temple (meaning you can only open the first large door), it looks like a red rose. Get inside and jump into the crevices to the end. Run past the guard to the right, click on the mirror (Triol's Mirror). Gratz, you are inside Pagan Temple. Run straight to the first large door, click on the pagan statue, click on the line that appears, the door will open. Now your quest item has turned from red to white (faded mark - fake pass) Now you can open the first large door, you will not be mercilessly beaten by more guards at the entrance, but you still cannot open the 2nd large door - Chapel Door. To do this, nun do 2- th part of the quest.

Quest 2 - Through the Gate Once More.

Upon completion of this quest, you become a full-fledged pAganka.
Taken a quest in Rune, Priest Flauron. Flauron will guide you to Forest of the Dead, there you need to knock out 10 quest items (it's better to do it together with someone). Talk to him again, he will give you Pagan Mark.

Parallel quest for download in Pagan
Quest, items for which go during the swing in Pagan Temple
Seekers of the Holy Grail.
The required level is 73.
A quest is taken in Rune, Mystic Guild, High Priest Innocentin.
They give quest items for killed paganok, you need to collect 2000.
Give randomly either money or EWS, EAS
the location of this NPC is at the entrance to the Pagan Temple.

=====================================================================

What is Pagan's Temple?

For the priests of the Temple of the Rune, this is a well-guarded hideout of the pagans, keeping terrifying secrets, and for us introduced with C5 a good place for exp 73+ and just a beautiful location

Where is Pagan's Temple?

This location is not marked on the map, since most of it is located just under the Rune Castle.

The entrance to Pagans is located in the city on the rise to the clan hall zone. This is the right staircase if you are going up from the city, and the left one if you are going down from the KX or exiting the guild building. Go through the gate past the Flauron priest and jump down the gap to the very bottom.

Here you have two paths - the guarded entrance to Pagans will be located directly, on the left there will be a long corridor that will lead you back to the guild of magicians (which is convenient if for some reason you want to return to the city on your own without using soya)

What should I do before entering?

The entrance to the Pagans Temple is guarded by a Gatekeeper Zombie. There are 6 of them (not two ^^), they are x8 and they hit far and painfully) So I strongly advise you not to “try your luck in a fight with them”, but take the quest, the description of which is at the beginning !!! ;)

How it works Pagan's Temple? (MAP)

Entrance
Actually the entrance to the temple we have already described above. To this description, one can only add that the entire territory from the stairs to Triol's Mirror is a peaceful zone, that is, a city.

To enter the temple, you just need to click on Triol's Mirror, which is in the room with security on the right (you don’t need to talk to him like an ordinary GK, to the delight of extreme people running to Pagans without a quest). On the reverse side, the mirror is also clickable - you will be taken back to the security room.



After teleporting inside, you find yourself in a long corridor leading to the Temple Gate.

It's already General Filds in case you want to fight ;)

If you have a quest, the right statue by the door will open the entrance for you. If not, use unlock (this door is also opened by the gatekeeper from the back side)



Behind the door will be a large hall with doors to Anteroom. There are 6 (not four ^^) non-aggressive social uneds x4 in the lobby (and they stand not in the corners, but as they have to). they are needed mainly in order to get anteroom keys, since they have a very slow rep and it is unlikely that you will be able to swing on them. On the opposite side of the hall is the Chapel Door (opens in the same way - with the right gatekeeper or unlock)

Anterooms
Anteroom - a double row of interconnected rooms. They are separated from the main hall by a door that opens with anteroom's same keys (I have never seen a case where they did not work) or unlock (if you really want to use Silent move in a half-empty room with non-aggressive mobs - have fun on your health, on opening the door won't affect it in any way ^^)

These rooms are separated from the hall by doors, and from each other and from the second row of rooms - Penance Guards (undead, x1/2). They don't move. but they will be aggressive if you come close to them (regardless of whether you have a quest or not, and inviz does not bother them either)

Actually, it is for these rooms that there is a limit on the number of characters - if there are six or more of you, then when the mobs aggro one or more people will be thrown back into the hall.



There are no mobs in the corridors of the side rooms (between the door and the room), from 1 to 3 zombies can stand in the corridors of the corner rooms - also non-aggressive and social

The mobs in these rooms have a very funny aggression system - they have a ringleader: Triols Layperson - humanoids x5. As long as this mob is alive and in the room, all the mobs in the room are its minions and will attack you with the whole bunch. But if you take him out the door to the hall and leave him there, then only two aggressive mobs will remain in the room and it will become much easier to expiring there (until someone in the hall lets Triol back in or kills him). A triol that is more than 4 tiles away from the door teleports back into the room

You can't get Triol out of the second row of rooms, and there are three of them. So there it is better to try to kill him immediately by rep.

In principle, you can swing in Anterums with any pack - a mage, a bow, a melee, with an appropriate support. Bysshe and EE rock solo.

Chapel Room
Behind the Chapel Door (opened by an unlock or the right statue of the GK, on ​​the reverse side the GK can also be opened) a wide corridor begins, on the sides of which there are entrances to the Chapel rooms proper. In normal times, this corridor is empty, but when the RB respawns, it fills up with mobs.

Chapel Room is also a double row of rooms (14 rooms in total, if I'm not mistaken), separated from each other and from the corridor not by doors, but by Chapel Guards (andeds, x1/2) They also don't move, but they get aggro if you come close and shoot with fire (quite far and painful). Guards are not social with mobs from the room.

I'm not sure if there is a limit on the number of members in the group.



There are 3 humanoids in the room (Triol's Priest with 2 Believers) and 4-6 undeads. If you kill the priest, the belivers disappear quite quickly on their own, and vice versa - if you kill the belivers, then the priest will no longer summon new ones. Mobs have a fairly large aggro radius and, on occasion, can really come running from the next room.

You can also swing with any pack without any problems. Healer desired. Bisha (HER) is better not to go solo here - the same 6 uneds as in the anterum, you just gore Priest to stick together.

Dark room
At the end of the corridor in the Chapel, there are Doors of Darkness on both sides. Open either unlock or Key of Darkness (fall from Triol's Priest)

Darkness rooms are a series of rooms separated from each other by corridors (this time without guards). There are two huge halls, divided into parts only by partitions, and here you can rake in such a crowd that it will not seem small. You can steam here, but with a certain skill - half of the mobs will not run after the puller, but will stupidly drain it, so you need to quickly run around a corner.


The closer to the balcony, the fewer under monsters and more humanoid priests (x4-x5). All the same dark attacks, plus blind and drain. When RB respawns, columns appear in the rooms that throw a mass-bleed (rather weak)

You can experince with a full group of 9 people. Healer is a must-have. Very desirable svs. With a small dps of the group, it is also useful to have someone who will keep the mobs in the slip - otherwise the drain will torment.

Altar (in the common people a balcony)
From the central room of Darkness there are two lifts to the balcony. And on the balcony itself there is an altar itself with a huge statue, visible from the chapel hall and RB Andreas Van Halter (lvl 87 according to the map in the game and lvl 80 according to l2wh). Resp boss for about a day. Drop according to l2wh - EAC, pieces for MA robe and Demon Circlet.


In normal times, the entire space of the balcony is empty, but when spawning RB, the balcony is also filled with mobs (a lot of x1/4 and a few x4). Presumably they all need to be killed in order to open the inner doors to the altar to the RB

When someone is farming RB inside, the ascents to the balcony from the darkness are closed by the doors of the Altar Entrance, which cannot be opened by unlock (unsuitable terms). The assumption that these doors open at any particular game time has not been confirmed.


How to survive in Pagan's Temple?
Take Bishop with you!)))

Seriously, then:
All mobs in Pagan have wickedness to sacred attacks, resist to dark attacks and use dark attacks themselves. Thus, it is logical to assume that you need a dark resist in the armor and a holy attribute in the weapon. However, all this is absolutely not a prerequisite for exp in Pagan, even in darkness. A standard set of resist buffs and dance songs is enough. DD is better to follow the precautions usual for exps with aggressive group mobs. For healers, watch out for debuffs (but these are the usual rules for survival on any exp, anywhere.)

The only thing that will make life much easier for everyone, from you to the healer, is a normal bid by grade, but even in this case, just a safe enchant is enough.

Why you should visit Pagan Temple.
Because you need to swing somewhere) In addition, this location is convenient for those who have a clan hall in Rune.

The quest in MoSe is much more successful in terms of rewards (you will agree that getting EAC for 400 items is easier than for 2k). LS 76 falls much better in hero-rift.

(Scroll: Enchant Armor (S))
Scroll: Enchant Weapon (S-grade)

NPCs

  • reputation manager Rapidus

Monsters

  • Chapel Gatekeeper(Level 15)
  • reputation manager Rapidus(Level 70)
  • Anteroom Gatekeeper(Level 78)
  • Triol's Layperson(Level 98)
  • Triol's Priest(Level 99)
  • Seer of Pagan Andreas Van Halter(Level 99)

Description

Map of the first floor of Pagan Temple

Map of the second floor of Pagan Temple

Pagan Temple- This is a level 76-80+ hunting ground with aggressive mobs under Rune Township. This zone is not visible on the map. A large number of mobs are undead, although not all.

The entrance to Pagans is located in the city on the rise to the clan hall zone. This is the right staircase if you are going up from the city, and the left one if you are going down from the KX or exiting the guild building. Go through the gate past the Flauron priest and jump down the gap to the very bottom.

Here you have two paths - the guarded entrance to Pagans will be located directly, on the left there will be a long corridor that will lead you back to the guild of magicians (which is convenient if for some reason you want to return to the city on your own without using soya)

Entrance to Pagan Temple

The entrance to Pagans Temple is guarded by Gatekeeper Zombie. There are 6 of them, they are x8 and they hit far and hurt. So I strongly advise you not to "try your luck in a fight with them", but to take the quest at the Eliyah priest in the Mages Guild on the first floor of the Rune Temple The Truth Beyond the Gate - available from lvl 73.

In principle, if you do not plan to go further than the Anteroom hall or you have someone to open other doors in the temple, then this can be finished. The guards at the entrance will no longer have any claims against you and you will be able to open the Temple Gate - the first door to Pagans.

If you want to penetrate further on your own, return to Flauron and talk to him again: you will receive the quest Through the Gate Once More - available from lvl 73.

The internal structure of the Pagan Temple

Entrance

Actually the entrance to the temple we have already described above. To this description, one can only add that the entire territory from the stairs to Triol's Mirror is a peaceful zone, that is, a city.

To enter the temple, you just need to click on Triol's Mirror, which is in the room with security on the right (you don’t need to talk to him like an ordinary GK, to the delight of extreme people running to Pagans without a quest). On the back, the mirror is also clickable - you will be taken back to the security room.

After teleporting inside, you find yourself in a long corridor leading to the Temple Gate. It's already General Filds in case you want to fight. If you have a quest, the right statue by the door will open the entrance for you. If not, use unlock (this door is also opened by the gatekeeper from the back).

Behind the door will be a large hall with doors to Anteroom. There are 6 non-aggressive social undead x4 in the lobby (and they don't stand in the corners, but as they have to). They are needed mainly in order to get Anteroom Key, since they have a very slow rep and it is unlikely that you will be able to swing on them. On the opposite side of the hall is the Shapel Door, which opens in the same way - with the right gatekeeper or unlock "ohm)

Anterooms

Anteroom - a double row of interconnected rooms. They are separated from the main hall by a door that opens with anteroom's same keys (I've never seen a case where they didn't work) or unlock'ohm (if you really want to use Silent move in a half-empty room with non-aggressive mobs - have fun on your health, on opening the door will have no effect.

These rooms are separated from the hall by doors, and from each other and from the second row of rooms - Penance Guard (undead, x1/2). They do not move, but will be aggressive if you get close to them (regardless of whether you have a quest or not, and inviz does not bother them either). Actually, it is for these rooms that there is a limit on the number of characters - if there are six or more of you, then when the mobs aggro, one or more people will be thrown back into the hall.

There are no mobs in the corridors of the side rooms (between the door and the room), from 1 to 3 zombies can stand in the corridors of the corner rooms - also non-aggressive and social. The mobs in these rooms have a very funny system of aggression - they have a ringleader: Triol's Layperson - humanoids x5. As long as this mob is alive and in the room, all the mobs in the room are its minions and will attack you with the whole bunch. But if you take him out the door to the hall and leave him there, then only two aggressive mobs will remain in the room and it will become much easier to expiring there (until someone in the hall let Triol back in or kill him). further than 4 square tiles, teleports back into the room.

You can't get Triol out of the second row of rooms, and there are three of them. So there it is better to try to kill him immediately by rep. In principle, you can swing in Anterums with any pack - a mage, a bow, a melee, with an appropriate support. Bysshe and EE rock solo.

Additional information on the location:

  • Location discussion: http://forums.goha.ru/showthread.php?t=207416&page=2
  • RB discussion: http://forums.goha.ru/showthread.php?t=296274
  • Quest discussion: http://forums.goha.ru/showthread.php?p=7867247#post7867247 (in order to take this quest, it is not necessary to complete entry quests)

Chapel Room

Behind the Chapel Door (opens with an unlock, Chapel Key or the right statue of the GK, on ​​the back side the GK can also be opened) a wide corridor begins, on the sides of which there are entrances to the Chapel rooms proper. In normal times, this corridor is empty, but when the RB respawns, it fills up with mobs.

Chapel Room is a triple row of rooms separated from each other and from the corridor not by doors, but by Chapel Guard (andeds, x1/2) They also do not move, but they aggro if they come close and shoot with fire (quite far and painfully). Guards are not social with mobs from the room.

There are 3 humanoids in the room (Triol's Priest with two Believers) and 4-6 uneds. If you kill the priest, the belivers disappear pretty quickly, and vice versa - if you kill the belivers, the Priest of new ones will no longer summon. Mobs have a fairly large aggro radius and on occasion, they can really come running from the next room. You can also swing with any pack without any problems. A healer is desirable. Bisha (HER) is better not to go solo here - the same 6 uneds as in the anterum, only you gore Priest to stick together.

Darkness Room

At the end of the corridor in the Chapel, there are Doors of Darkness on both sides. They open either unlock or Key of Darkness (fall from Triol's Priest).

Darkness rooms are a series of rooms separated from each other by corridors (this time without guards). There is a huge hall, divided into parts only by partitions, and here you can rake in such a crowd that it will not seem small. You can steam here, but with a certain skill - half of the mobs will not run after the puller, but will stupidly drain it, so you need to quickly run around a corner.

The closer to the balcony, the fewer under monsters and more humanoid priests (x4-x5). All the same dark attacks, plus blind and drain. When RB respawns, columns appear in the rooms that throw a mass-bleed (rather weak). You can experince with a full group of 9 people. Healer is a must-have. Very desirable svs. With a small dps of the group, it is also useful to have someone who will keep the mobs in the slip - otherwise the drain will torment.

Altar (in the common people a balcony)

From the central room of Darkness there are two lifts to the balcony. And on the balcony itself there is an altar itself with a huge statue, visible from the chapel hall and RB Andreas Van Halter (lvl 87 according to the map in the game and lvl 80 according to l2wh). Resp boss for about a day. Drop according to l2wh - EAC, pieces for MA robe and Demon Circlet.

In normal times, the entire space of the balcony is empty, but when spawning RB, the balcony is also filled with mobs (a lot of x1/4 and a few x4).

Presumably, they all need to be killed in order to open the inner doors to the altar to the RB. When the doors are open, there is an announcement in the Shout:

When someone is farming RB inside, the ascents to the balcony from the darkness are closed by the doors of the Altar Entrance, which cannot be opened by unlock (unsuitable terms). The assumption that these doors open at any particular game time has not been confirmed.

Without wasting time on all these corridor hordes, go under the shadow to the balcony. And there you already cut out everything you find - it's very fast. When there are no mobs left on the balcony, the doors to the balcony close and the doors to the altar open, and you watch a short cartoon about sacrifice. After that, you can actually kill RB. He does not represent anything particularly complicated. Of the troubles caused - massive bleeding (which, in principle, you can safely ignore) and periodic spawns of mobs on the site. We took the RB to a corner, so most of these mobs never found us, but the RB itself periodically tried to teleport away from the tank.

How to survive in Pagan Temple?

All mobs in Pagan have wickedness to sacred attacks, resist to dark attacks and use dark attacks themselves. Thus, it is logical to assume that you need a dark resist in the armor and a holy attribute in the weapon. However, all this is absolutely not a prerequisite for exp in Pagan, even in darkness. A standard set of resist buffs and dance songs is enough. DD is better to follow the precautions usual for exps with aggressive group mobs. Healers should keep a close eye on debuffs (but these are the usual rules for survival on any exp anywhere).

The only thing that will make life much easier for everyone, from you to the healer, is a normal bid by grade, but even in this case, just a safe enchant is enough. Otherwise, there are no special recommendations for the exp in this particular place. If all members of the group have their heads and hands in place, your exp in Pagan will go quickly and without fuss.

Why visit Pagan Temple

Because you have to go somewhere. In addition, this location is convenient for those who have a clan hall in Rune. The quest in MoSe is much more successful in terms of rewards (you will agree that getting EAC for 400 items is easier than for 2k). LS 76 falls much better in hero-rift.

see also

© 2008-2015, Linedia Lite is a knowledge base and encyclopedia lineage games 2 in Russian: quests and descriptions, walkthroughs and articles, things and monsters, classes and races, manuals and guides, skills and abilities. All this is only in the light version.

The quest is necessary in order not to ask to open the gate or get confused, or if you are one of the first who wants to get to the Pagan Temple. In my opinion, the quest takes 10 minutes, and it is better for everyone who will farm the pagan to complete it.

The pagan interlude quest is called Truth Beyond the Gate.

1. In Rune, in the guild of magicians, we find Eliyah (Illyukh), we take the quest from him only if you are 73+, otherwise he is out of business.

2. We stomp on the 2nd floor and go up and on the left there will be an entrance to the pagan, Flauron will stand at the entrance, he will give us a flower.

3. We jump down there a couple of times you have to fall, find the Triol Mirror and press to go inside.

4. We run forward to the statue and the gate. On the right, select the statue, and click skip us, we will be skipped once, so that it will be allowed many times, you must either do the quest every time, or go to the second part of the quest.

5. We press soy, we run to Flauron (at the entrance to the pagan), he asks to farm 10 puppeteers in the forest of the dead.

6. Farm everyone with the prefix Bone until there is 10 Necromancer Hearth. We take them to Flauron and he rewards us with the Mark of Pagan.

Congratulations on passing, now you have unlimited access to the Pagan Temple, if you have never been there, do not forget to find a good healer and better jewelry.

Quest in Bagan


5. We return back to Flauron, on the 2nd floor. We press the 2nd line of the quest. Now we need to collect 10 quest items in a nearby location.

Quests for the passage to the Pagan Temple (Pagan Temple) 73+

We run to the GK and fly to the Forest of Dead. Here we kill: Bone Animator, Skull Animator, Bone Slayer, until we collect 10 pieces of the heart of the necromancer and make COE.

Quests for the passage to the Pagan Temple

The quest to get to the Pagan Temple consists of two parts, one of which is fast-paced, and the second is boring.

That is, these are two separate quests.

The first quest is called "The Search for Truth" (here and further Innova's translation, then when I get to the English-speaking client, I will add English name), it is taken at level 73 from Priest Iliyah in Rune, below, where the gatekeeper stands (I forgot what this place is called).


Priest Iliyah sends you to Priest Flauron, having previously hung all sorts of noodles on your ears about the true, pagan faith.

We go up and immediately turn in the direction of the arrow, Flauron stands there and the entrance to the temple is located.


From Flauron we immediately get the item Visitors Mark (Visitor Sign), on this the first quest is completed. You can go down to Pagan, the entrance is right there, behind Flauron's back, we go through the door, on the left side there will be a hole in the floor, we jump down, in the same way we go through several tiers and find ourselves in front of the entrance with the guards.


We teleport through the Triol Mirror, find ourselves in the corridor, run along it further to the next Temple Gatekeeper teleporter:

The main menu has two lines: the first is "put a visitor's sign in the hole", which, in theory, should open the door, but not touch the item, and the second "exchange the visitor's sign", which should change the item to another. This is in theory, in fact, it may be that with any choice of the item, Visitors Mark will change to Faded Visitors Mark (Faded Visitor Mark). If the sign changes, the next time the door will not be opened to you.

But we don't care, we're trying to do the quest.

Guide "Pagan Temple" aka Pagan

And in order to get permanent access to Pagan and complete the second quest, you just need the Faded Visitors Mark item. Therefore, we make SOE to the city and again we run to Flauron.

The second quest is called "Pagan Temple". On it we need to go to the Forest of the Dead(tp from here from the Rune) and fill 10 Necromancers Heart items. Flauron will list the mobs from which items fall, crap, how many times she did this quest, always items fell only from the Bone Animator mob of the 68th level. Items do not fall from every mob, you have to sway. Keep in mind that the spell that the quest is being made should beat, the mob is not undead, therefore both Bishki and EEshki, who need access to Pagan so much, buff on the warrior, take serious weapons in their hands and scratch themselves to fill items.


Fill 10 hearts of necromancers, hand them over to Flauron, get Pagans Mark and permanent access to all parts of the temple, although some doors will still not open for you, but more about this in the description of the Pagan Temple location.

lineage 2 quests search by section home

Quest in Bagan

At level 73, you can complete the quest to enter the pagan. Who knows what a pagan is, but forgot the stages of the quests, you can look below. For those who do not know why the quest to pagan is needed on the interlude:

Great download spots for solo players and parties
Spoil all necessary pieces for A and S armor and weapons with a high chance.
At the same time, pass the quest in pagan to the S grade points.

Passage of the quest in pagan in pictures:

1. In the city of Rune, we run to the guild of magicians, and take the quest (Truth Beyond the Gate / Search for Truth) from Eliyah.

2. We rise to the 2nd floor and find Flauron, press the quest and select 1 line. He will give us a stamp (red rose Visitors Mark)

3. There will be a passage behind Flauron, we run there and jump to the very bottom. There will be a Triols Mirror that you need to go through.

4. Further there will be a short corridor, and at the end there is a large gate and 2 statues on the sides. Click on the right statue and ask to open the door. We will either be transferred there, or the doors will open and you can safely run through. As soon as we cross the gate line, our mark turns white and changes its name to Faded Visitors Mark. (Please note: that next time we will not be allowed into the first room with this stamp, we need to go on the quest further in order to get a permanent penetration, which we will continue to do.)

5. We return back to Flauron, on the 2nd floor. We press the 2nd line of the quest.

How to get into pagan temple

Now we need to collect 10 quest items in a nearby location.

6. We run to the GK and fly to the Forest of Dead. Here we kill: Bone Animator, Skull Animator, Bone Slayer, until we collect 10 pieces of the heart of the necromancer and make COE.

7. With stuffed items, we run back to the 2nd floor to Flauron and press the quest. From him get 10 keys and Pagans Mark. With it, we now have unlimited access to Bagan.

So we completed the quest in pagan. In reality, you can pass it in 10 minutes. And then bring a summoner there and summon yourself / pack / clanmates if necessary. I advise you to bring several summoners to different places there, because there are always cruel cuttings for the spot (spoil, stuffing the quest).

Quest in Bagan

At level 73, you can complete the quest to enter the pagan. Who knows what a pagan is, but forgot the stages of the quest - you can look below. For those who don't know why the pagan quest is needed:

- Great places for solo players and parties
- Spoil all the necessary pieces for A and S armor and weapons with a high chance.
- Pass in parallel.

Passage of the quest in pagan in pictures:

1. In the city of Rune, we run to the guild of magicians, and take the quest (Truth Beyond the Gate / Search for Truth) from Eliyah.

2. We rise to the 2nd floor and find Flauron, press the quest and select 1 line. He will give us a stamp (red rose Visitors Mark)

3. There will be a passage behind Flauron, we run there and jump to the very bottom. There will be a Triol's Mirror that you need to go through.

4. Further there will be a short corridor, and at the end there is a large gate and 2 statues on the sides. Click on the right statue and ask to open the door. We will either be transferred there, or the doors will open and you can safely run through. As soon as we cross the gate line, our mark turns white and changes its name to Faded Visitors Mark. ( Please note: next time we will not be allowed into the first room with this brand, we need to go through the quest further in order to get a permanent penetration, which we will continue to do.)

5. We return back to Flauron, on the 2nd floor. We press the 2nd line of the quest. Now we need to collect 10 quest items in a nearby location.

6. We run to the GK and fly to the Forest of Dead. Here we kill: Bone Animator, Skull Animator, Bone Slayer, until we collect 10 pieces of the heart of the necromancer and do CoE.

7. With stuffed items, we run back to the 2nd floor to Flauron and press the quest. From him get 10 keys and Pagans Mark. With it, we now have unlimited access to Bagan.

So we completed the quest in pagan. In reality, you can pass it in 10 minutes. And then bring a summoner there and summon yourself / pack / clanmates if necessary. I advise you to bring several summoners to different places there, because there are always cruel cuttings for the spot (spoil, stuffing the quest).



 
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