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Sunken Town (the pursuit for proof of Grubb's existence) is the 1st really challenging dungeon in Wizard 101, and the toughest in Wizard City by far. Even from the event you soloed your way through Krokotopia, it's unlikely that you can solo Sunken City without having the use of Wizard 101 cheats.
Initial, know that sidewalks are not safe, and that the mobs (bad guys) have a broad aggro range..
.in other words, they can pull you from a a bit longer distance than you are used to. In fact, you'll most likely be pulled into combat as in the near future as you make an energy to make your way to Marla. You'll always pull 1 a lot far far more than the number of the group when fighting mobs, and they have greater health than is normal for Wizard City (around 500 average for normal mobs).
The Exceptional news is that once they are down, they do not respawn till the dungeon is reset, so you can actually clear the areas of bad guys.






The very first part in the quest will take you to a tower with 3 death-school mobs. Be sure to read the tome within the tower.
Subsequent, you might face Paulson and a couple of other mobs. He has 800 hit factors, and is highly death resistant. Defeating him will offer you a scroll.
Then you'll go to Norton's Tower. This really is like the golem tower...5 levels. The 1st level has 3 elites (500 hp, myth). The second has just one death and just one particular myth elite. The third floor has two death elites, and the fourth has one death elite, and one fire elite with 675 hit points. For that fifth floor is Norton, who's balance, with two myth elites.
That provides you the essential to Grubb's castle. Grubb has 1000 strike factors, and is highly death resistant. He has two fire elites with 675 hit factors each.




Here are some suggestions:


Plan your time. It will take you extended than 30 minutes, without any a doubt. Less should you use the best Wizard 101 cheats.
Split up and proceed carefully. Have 1 particular player who can solo the street mobs be the just one to navigate, whilst others stay somewhere "safe". Not every person has to talk to Marla...if any member with the group does, all players see the conversation and get credit for it. The mobs proceed in a path up and down the street in a circuit. Get for that side with the street exactly wheresoever the mobs are moving toward where ever you want to be (like a tower), and, even though staying for that sidewalk, walk correct at the rear of a mobs using the biggest gap behind it. Keep pace using the mob, but stay behind it. If you get to a spot by which by you can proceed off in the sidewalk safely (such as the yard around a tower), have your pals teleport to you.
Remember, it's a dungeon. Players can leave to refill potion bottles and teleport back..
.just leave 1 particular player in the dungeon at all times to teleport to.
Around the tower battle, save a potion towards best floor. Make an hard work to end each fight with as close to full health as possible. Before finishing the last mob on each degree, let every person cast a healing spell, then take it down.





Sunken Town was a refreshing challenge through the rest of the game which up to that point had been a pushover. Hopefully, with a little patience you can earn your Sunken Metropolis Survivor badge, and clear that annoying quest out of the log. But it'll be much easier when utilizing Wizard 101 cheats.













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