Dungeon Siege II: Broken World Game Guide

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 [2.23] The Aman'lu Arena
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     Despite the horrors that have plagued Aman'lu, Daesthai and
     his Arena survived unscathed deep beneath the tavern.

     It still serves as a source of entertainment, but more importantly,
     it gives warriors a chance to hone their skills in a relatively safe
     environment.

Objectives:
* Defeat the first wave of combatants.
* Defeat the second wave of combatants.
* Defeat the third wave of combatants.
* Defeat the fourth wave of combatants.
* Defeat the fifth wave of combatants.
* Defeat the sixth wave of combatants.
* Defeat the seventh wave of combatants.
* Defeat the eighth wave of combatants.
* Defeat the ninth wave of combatants.
* Defeat the Arena Masters.
* Speak with Daesthai.

Inside the ruined Aman'lu Inn, in the south wing, is a lever that sends you 
down an elevator to the basement. Find another lever against the wall to open 
a secret door, which leads to a long spiral staircase and then into the Arena.

Speak with Daesthai to open the Aman'lu Arena quest and learn the rules of 
the game. Basically, you pay for a token, place that token on the pedestal in 
the center of the arena, the arena floor drops and some monsters come spewing 
forth. Defeat them, then click the Forfeit Lever to raise the arena. In other 
words, it's exactly the same as The Aman'lu Arena side quest from DS2.

Defeating the monsters earns you a key. The keys you earn open doors to 
treasure rooms around the arena. There are ten rounds in all. The tenth, and 
final, treasure room contains a nasty surprise: the chest is a mimic. That 
Deasthai! He's such a kidder... Oh, yes, for beating all ten challenges, 
Daesthai gives you an Agallan Relic you can use at the F&K Store to buy 
special items.

The Aman'lu Arena is a natural item farm. You can win all ten rounds, save 
your game, then start opening treasure rooms. If you don't like what you get, 
you just reload and it's only a short trip back to the arena and you start 
opening doors again.

The rounds are:

Round   Cost    Mobs (level) x quantity/Comments
-----   -----   -------------------------------------------------------------
 1      2,000   Volatile Boggrot (43) x 6,
                Bound Fellspine Enthraller (43) x 1
Take out the Enthraller first, and then try to avoid being caught in the 
multiple explosions when you start killing the Boggrots.


 2      3,000   Bound Human Greiver (43) x 6,
                Bound Husk (43) x 1


 3      4,000   Morden-sin Crossbowman (44) x 6,
                Ganth (44) x 1
A particularly nasty fight. You may have unfond memories of the Ganth from 
Act III of DS2. He's worse in the Arena. There's little room to avoid the 
swings of his big axe, which not only depletes a lot of your health, but also 
regenerates the Ganth. Use AoE powers to get rid of the pesky crossbowmen 
while running away from the Ganth. Once you're no longer bothered by arrows 
from every corner, you can concentrate on peppering the Ganth from range.


 4      5,000   Bound Hak'u Bleeder (45) x 8,
                Bound Hak'u Hunter (45) x 1


 5      6,000   Bound Dryad Incinerator (46) x 6,
                Bound Dryad Cyclone (46) x 1
When the game says "Incinerator", it means it. When the fire ring forms 
around you, run outside the circle or be prepared to go up in flames (unless 
you have near 100% fire resistance). Take out the Cyclone quick using high-
damage powers, then mop up the minions.


 6      7,500   Decaying Bound Taclak (47) x 8,
                Bound Taclak Spearmaster (47) x 1
When the Decaying Bound Taclaks die, their blood explodes all over the place 
and is highly toxic. If you've got a combat mage with Corrosive Eruption, use 
it on a Decaying Taclak, kill it, then run away and watch the fireworks. 
Better, use a nature mage summons and Aether Blast and let the summons take 
the brunt of the poisonous blood. You may even get lucky and catch the 
Spearmaster in the effect.


 7      9,000   Incinerating Bound Elf (47) x 6,
                Tormented Stitched Horror (47) x 1
More Incinerators (watch out for the fire rings!) and a heavy-damage dealing 
boss mob. In this situation, you should probably deal with the minions first 
while running away from the boss.


 8     10,000   Bound Dwarf Ballista (48) x 6,
                Bound Half-Giant Devastator (48) x 1
The Devastator is...well...devastating. Big shiny edged weapon from massive 
boss equals lots of health lost from your characters. Again, run away from 
the boss and get rid of the pesky bowmen, then concentrate on the boss; and, 
make sure you have plenty of health potions.


 9     12,000   Bound Half-Giant Shambler (49) x 6,
                Bound Half-Giant Convoker (49) x 1


10     15,000   Bound Dwarf Ballista (50) x 10,
                Lastyk Familiar (50) x 2
If you can suit up in some fire and ranged resistance items, you'll probably 
breeze through this encounter. The dwarves fire arrows, the Lastyks shoot 
fireballs. Since there are a lot of them, they can do significant damage 
unless you're just about immune to those two damage types. AoE powers work 
pretty well when you're totally surrounded like this.
 

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