The Cathedral of Attnam

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{{Spoiler}}
[[File:Elpuri4x.png|128px|thumb|right|This guy is your target.]]
There seemed to be some interest in gameplay guides from the community, so here's one for those of you still struggling to get a freedom victory.
[[File:Elpuri.png|128px|thumb|right|You should be able to kill this thing with this guide.]]
Over the course of this guide, I will cover most of my tactics for reaching and successfully taking down Elpuri in 0.50. The guide will focus on strategies for certain levels, locations and enemies, plus go through possible equipment choices, item usage and some stat training. Note that this guide is not the be-all and end-all for beating IVAN, but rather my own personal way of attempting to do so. I will also assume you have some degree of understanding of the game's mechanics and stats.
All of the info presented here is based on personal experiences or the community's findings. While I am fairly certain there are no gross inaccuracies, I may recall some things wrong - take any numbers or similar with a grain of salt.
 
Note that banana kicking, library shoplifting and elite guard taming are '''no longer valid in the latest versions!''' The guide remains up to date otherwise.
 
==Short rundown of the general strategy==
* library exploit
* elite guard taming
 
 
==Equipment and items==
====Armor====
When choosing armor, you should aim to strike a balance between enough armor value and mobility. Leather branch armor is very light and doesn't limit your stats too much, whereas iron alloys weigh a ton and cause a large hit to your stats. Arcanite alloys come between the two - they are decently strong while remaining light and flexible enough to not be a hindrance. For the most part discluding UT1-3 and the end-game, you are usually best off with the third option. Leathers should be avoided except for when nothing better is available, as the loss in AV in comparison to arcanite alloys is too high for the few points of agility or dexterity. Likewise, iron alloys tend to be too restrictive and heavy for the AV they provide over the arcanite branch. Iron alloy chain mails lessen the effect on stats and can generally be safely used as an alternative to arcanite. However, since the gap between meteoric steel and adamant intelligence requirements is so large, arcanite alloys pull ahead with the possibility to upgrade into mithril or octiron.
 
For very high-end materials, the best choice for armor is valpurium + golden eagle feather for cloaks at 55 INT for a SoCM. One tier down, octiron + spider silk at 45 INT for a SoCM (40 for harden from mithril). Two tiers down, dragon scale + angel hair at 40 for a SoCM (35 for harden from phoenix feather - dragon scale). Three tiers down, mithril + phoenix feather at 25 for a SoCM (20 for hardens from arcanite - mithril and ommel hair - phoenix feather).
 
Note that when using phoenix feather of any sort, you will need to take care to not get acidic substances spilled on your equipment. PF breaks very easily on contact with dark frog blood, slimes or even vomit.
 
Always look to have equipment that boosts your stats, with the exception of armor of great health. More info on why in the section on Danger Level. For boots, agility is preferred. For gauntlets, get the stat you've got less of.
 
====Weapons====
 
In early game, use whatever weapon is best. Some considerations on choosing a weapon with end-game in mind with very spotty reasoning:
 
* Daggers are fine initially, but don't do enough damage to be worth enchanting later on.
* Shortswords are very similar to daggers, don't enchant them unless you absolutely have to. Saal'Thul only gives you invisibility without much additional damage, which is already readily available through the use of a ring or wands. Don't waste your time with it.
* Mundane longswords are good enough to be used if nothing else is available. Try to get your hands on the flaming variants for the late-game weapons instead if you can.
* Bastard swords are better than longswords, provided you have the arm strength to dual-wield them properly. If you can't, leave them.
* Two-handed swords are too heavy to be dual-wielded, and do not provide any true advantages over other choices. They deal rather heavy damage, but not enough to warrant being wielded with two hands.
* Two-handed scimitars fall into the same category as the normal two-handed swords, not worth the weight.
* Mundane spears are not very damaging, and should be avoided. Vermis can be used, if you don't mind having your opponents teleport all over the place just as you're about to kill them.
* While mundane halberds are not effective enough for a two-handed weapon, Mjolak is an excellent candidate.
* Hammers are like blunt daggers with a bit more damage and less accuracy and generally shouldn't be used. Thunder hammers can be used as main weapons as long as you take care to not get hit unnecessarily by the bouncing bolts of lightning they occasionally emit. Position yourself diagonally in relation to walls when fighting if you can.
* Maces function as more damaging but less accurate versions of longswords, and can be used if nothing else is available. Note that adamantine maces require a high ASTR to dual wield. Neerc Se'Ulb is arguably the best weapon in the game, while Turox should generally be left alone due to its propensity to break your wands and burn your scrolls.
* Staves cannot be dual-wielded properly and do not provide enough damage, skip them. Same goes for staves of wondrous smells.
* Normal and runed whips shouldn't be used and chameleon whips are too risky, but whips of thievery are very good weapons when enchanted and cloned.
 
The best choice for weapon material is adamantine (45 INT for SoCM). For whips you should strive for golden eagle feather at 55 INT for SoCM. Octiron is a workable choice as well for weapons that would be too heavy as adamantine. Accuracy should not be an issue once you enchant your weapons high enough.
 
==Danger Level==
 
While I generally despise the manner the so-called danger level is portrayed as a horrendously dangerous thing to be avoided at all costs, it is absolutely something worth mentioning.
 
Danger level is a hidden statistic that attempts to portray the current combined strength of your character's stats and equipment, which is then used to tweak the difficulty of the game. This is best visible through the generation of tougher NPCs. Most of the time it works rather well, by giving you NPCs that remain challenging yet are not impossible to overcome through either direct confrontation or disposable resources like traps, mines, wands etc.
 
However, there are some actions the player can take that will raise the danger level disproportionately high in relation to your actual strength. You should take care to avoid the following:
 
* Spending much time polymorphed into very strong creatures or moving to a next level as such. I once went down to UT1, drank from a fountain right next to the stairs and got polymorphed into a valpurium golem. UT1 was piss-easy that way, of course, but the moment I went down to UT2 and the morph ended, I died to an errant fireball from Ischaldirh. Case in point, polymorphs are bad when you're weak.
* Stacking endurance. While having enough HP is essential, endurance is one of the primary stats danger level scales by. You will not want to have any more than around 250 HP at any point during a freedom run.
* Armor of great health. This ties very much into the point above: increasing HP causes danger level to shoot up. The actual gains you get from using one of these are too low to properly account for the increase in danger level to be worth using. Moreover, the armor values of these are lower than their respective mundane counterparts.
 
The use of amulets of life-saving is debatable early in the game, as these too cause an increase in danger level without actually giving you a bonus in combat. They are very valuable for taking on dangerous named NPCs and other risky things, but you should try and use an amulet of ESP everywhere else.
 
Most importantly, don't ever pass up a piece of equipment other than the two mentioned here for "too high danger level". Every single one of them gives you enough bang for your buck to be absolutely worth it.
 
 
==Upgrading your equipment==
 
To efficiently upgrade your gear, you need a several things.
 
# Good base equipment (see sections above for recommendations)
# Wand of cloning/mirroring (2-3 charges)
# Scrolls of charging, more the better
# Scrolls of enchant weapon/armor, 2-3 each
# Scrolls of harden and/or change material (latter is better), enough to upgrade each piece of equipment to desired level
# Enough intelligence for material changes
# A safe, quiet place
 
Enchanting and upgrading equipment properly requires a large amount of scrolls. Normal bones file-less playthroughs do not have enough naturally for it, so the only possibility is to make more. This is what makes 3-charge wands of cloning and scrolls of charging the most valuable items in the game.
 
You should strive to start enchanting as soon as you manage to find all the necessary stuff. Find a nice safe corner, dig one if you have to, then drop a total of 5 scrolls in an otherwise empty square. Only the top 5 items of any stack will be cloned, newly cloned or mirrored items will go on bottom of the stack in the same order as the original items were.
 
If you're cloning and aren't overflowing with SoHMs or SoCMs, clone enough to upgrade every piece of equipment (armor+weaponry). Rest of the scrolls should always be enchantment scrolls. Take a step back from the stack, stand next to it, then zap it with the wand. Revise the stack order to suit your needs (pick up everything if you have to), then zap again. Continue until you've got only one cloning charge remaining.
 
Wands of mirroring aren't as effective for upgrading equipment, as they are incapable of copying scrolls of harden material or change material. This also means you can just dump your 5 enchantment scrolls in your desired ratio on the ground and zap a wand dry without worrying about the stack order. Pick up and read the mirrored copies between each recharge, as they will disappear after a short while if unused.
 
Example situation:
 
* 6 scroll of enchant weapon
* 4 enchant armor
* 4 harden material
* 1 change material
* 2 charging
* 3-charge wand of cloning
* whip of thievery as main weapon
* 45 INT
 
# Clone 2 EW, 2 EA and 1 CM -> stack is now 4 EW, 4 EA, 2 CM -> pick up 3 EW, 2 EA (6+2 EW, 4+2 EA, 1+1 CM)
# Clone 1 EW, 2 EA, 2 CM -> stack is 2 EW, 4 EA, 4 CM -> pick up 2 EW, 3 EA (8+1 EW, 6+2 EA, 2+2 CM)
# Clone 1 EA, 4 CM -> stack is now 2 EA, 8 CM -> pick up 8 CM, drop 1 EA, 2 EW (9 EW, 8+1 EA, 4+4 CM)
# Recharge wand
# Clone 2 EW, 3 EA three times -> stack is now 8 EW, 12 EA (9+6 EW, 9+9 EA, 8 CM)
# Recharge wand
# Clone 2 EW, 3 EA two times -> stack is now 12 EW, 18 EA -> pick up 12 EW, 14 EA (15+4 EW, 18+6 EA, 8 CM)
# Change materials on armor to octiron + spider silk, whip to spider silk
# Enchant all armor to +5 first, then all stat-boosting items to +6, then armor to +6, then rest to +6, repeat until 4 scrolls left
# Use all SoEW on the whip
# Clone 4 EA, spider silk whip +11
# Read rest enchant scrolls, you've now got two spider silk whips of thievery +11 with other equipment octiron +6 to +7.
 
This may sound difficult, but in practice it's very simple. Just drop scrolls, make sure you're cloning the right ones, clone enough of everything and bueno, you're well-equipped.
 
==Training stats==
This section will cover the main methods to increase your leg strength, intelligence and wisdom naturally without the aid of ommel supplements. Training agility and dexterity will be covered later in the level-by-level walkthrough.
 
====LSTR====
Leg strength is an important stat to increase to the point where your chosen equipment and basic supplies no longer cause you to become encumbered. Fighting with the burdened status reduces your combat effectiveness by 25% (to-hit and block chances at least), while being stressed increases that to a whopping 50% decrease. Being encumbered also causes your agility to steadily decrease over time.
 
To effectively train your leg strength, you will require a good, stable source of food like Mellis, Seges, polypiling and to some extent Silva while in Attnam or New Attnam or Nefas if you're strong enough to kill and eat the mistresses. This is because the only real way to increase your LSTR is to move and run while stressed, which wildly increases your metabolism rate. Once you've secured a way to keep yourself from starving to death, pick up enough items to go stressed and run around in a safe environment like a small room or above ground. Dug out stones for polypiling are excellent for this purpose, as polypiling always results in a large deal of food. Eat whenever you become hungry to not lose stats to starvation.
 
Training LSTR takes time, and you're very likely to lose agility in the process. The lost agility can be regained later by running while unencumbered.
 
====INT/WIS====
Aside from the natural stat gains from praying or reading scrolls and books, you can use so called sci-talking to gain points in both intelligence and wisdom. This is the act of repeatedly talking to certain neutral or tame NPCs, which with high enough stats occasionally engage you in a stat-training conversation. For more information on sci-talking, head over to the article on [[Science Talking]].
 
 
==Named NPCs==
====Kiting====
[[File:kiting.gif|200px|thumb|right|This image doesn't seem to be working.]]
The named NPCs of IVAN are without a question the toughest opponents you will face during any run. Luckily, most of these can be defeated using a variation of the same tactic: kiting. See the following gif for how to do it properly: [[Media:kiting.gif]] (The thumbnail doesn't seem to work for a real preview, Cap?)
 
====Rondol====
[[Rondol]] is rather weak, but very capable of killing you early on without good enough armor. Easily killed with the elite guard's equipment. Cannot see the invisible, so use that to your advantage. Drops a nice wand of polymorph for some hot polypiling action.
 
====Guugzamesh====
[[Guugzamesh]], like Rondol, is not a match against a properly equipped player. Cannot see the invisible. Drops nothing of real value.
 
====Xinroch====
[[Xinroch]] is the first rather dangerous unique NPC. His flaming longsword does damage through armor, so wear some fire resistance for him. Landing a hit on him can be difficult due to his very accurate shield, so you may wish to hit him with wands instead of melee. Note that being undead, he does not regenerate HP and as such is vulnerable to hit-and-run attacks and traps. Can see through invisibility. Drops a wand of resurrection.
 
====Ur-Khan====
[[Ur-Khan]] is a very powerful melee combatant that can and will one-shot you given the chance without very good equipment and HP. He is also relatively fast, but can still be outrun with a haste/slow combination and about 16 agility. Do not use offensive wands on him, as this compromises the very nice stash of ommel liquids he's carrying. Can see through invisibility. Drops some bottles full of various ommel substances.
 
====Golgor Dhan====
[[Golgor Dhan]] is very close to Ur-Khan in power, but is slightly more dangerous. Like with Urky, avoid getting hit. Danny does not have fragile drops, so feel free to blast him with striking to break his equipment from afar. The scrolls can still burn if you use fireballs, on top of them being very ineffective against him in general. Can see through invisibility. Drops some enchantment scrolls.
 
====Experiment ZQ-29====
[[Experiment ZQ-29]] is a spider silk golem that's completely invisible and undetectable. The only way to know it's around is to get hit by it. Unlike the other high-end uniques, he's actually not all that powerful. On the flip-side, he receives the evasion and hit-bonus benefit from being invisible to you and thus is rather tough to hit and accurate. Can see through invisibility. Drops a few wands including a wand of cloning, a SoCM and a rather useless spider silk plate mail.
 
====Sherarax====
[[Sherarax]] is the unique NPC with most kills on me personally. She's evil. Very strong and very fast, she will ruin your day if you let her. She has a high tendency of knocking you unconscious on the first hit if not outright kill you, plus she very often rips off a limb or two in a single turn. If there's something you don't want to get hit by, it's her. To make matters worse, she's too fast to be outrun even with the haste/slow combo. Oh, and her whips can both steal your weapons and polymorph you. And like that wasn't enough, she's also wearing an amulet of life-saving, meaning you need to kill her twice instead of just once.
 
There's a few tactics you can employ to take her down.
# Multiple very strong bear traps in a row can damage her legs enough to take one off, at which point she'll be slow enough to kite normally until she dies the first time.
# Wands of striking do respectable damage to her. Combine them with bear traps to get more zaps in before she closes to melee range.
# Instead of running, you can zap yourself with wands of teleportation to stay ahead her while kiting. This can take multiple wands, so be prepared. Make sure to teleport far enough to not let her catch up after the zap.
# Get the fuck away.
 
With any luck, you won't need to have to face her during a freedom run.
 
====Ischaldirh====
[[Ischaldirh]] is the final unique NPC the game can throw at you. He's basically an elder dark mage on steroids, peppering you with both fire and lightning from afar and summoning high-end golems to fight you.
 
I've never managed to actually meet him myself during any of my runs. To get him to spawn, you'll need to sport around 400 HP. Which is why you don't sport that much HP. Seriously, don't do it during a freedom run.
 
If you somehow manage to get him to spawn and want to take him on, here's how it should probably be done:
# Haste
# Scroll of detection on human flesh
# Teleport next to him
# Hope he doesn't teleport away before you hit him
# Hit him.
# Read another scroll to find him again
# etc. until dead
====Combat====
* Always be aware of how much damage an NPC is capable of doing. Often this is sadly something you can only reliably tell with experience. Use 'l'ook to check the gear of tough humanoids like orc squad leaders or mistresses, and adjust your tactics accordingly. Keep that chance of a one-shot death to minimum.
* Only fight on your own terms! Skip any risky NPCs for later if you can't safely take them on, and fight as few at once as you can. Avoid being surrounded.* Always have a way to escape when SHTF. Everything from safe escape routes to teleports with telecontrol works, as long as it's reliable and takes you out of combat the moment things go sourto hell.* Learn to notice when shit is about to hit the fan. Mostly this just means taking combat slow and reading through the messages for hits and misses when in high-risk situations.
* Wands of teleportation are excellent for escaping, but require at least one usable hand to work. If you can't pray to Sophos for a getaway, reading a scroll of teleportation does not require hands. Note that unlike zapping, the effect of scrolls is not front-loaded - it takes a few turns to read one out.
* If you can't take kamikaze dwarves down before they blow, hit them with a wand from afar.
====Loot====
* Every run has a limited amount of items spawned. Use polypiling to increase this amount for more chances at those great items like ommel substances, scrolls, wands and magical equipment (5*5 items in a row for 25 per zap). Get a pickaxe and mine out some rocks for easy items and a safe room for polypiling.
* Pick up the first small chest or lockbox you find, and keep your fragile items like wands, scrolls and ommel liquids in it. Lockboxes are smaller than chests, and in my experience do not seem to provide any additional protection. When you find a normal sized chest, start keeping most of your fragile things, foods and such there and only keep the bare necessities on your person in the smaller box. Keep the larger stash on the previous level you cleared on the stairs down to avoid possible spoilage, accidental explosions and such.
* Carry those valuable stones to the Attnam shop early on, you may need the cash.
 
====Exploration====
* When exploring a new level, fully search it before doing anything time-consuming on the level. You may miss out on some food, potions, carrots or ommel substances if you don't.
* Don't drink from fountains in GC.
* Carefully consider whether or not you can skip drinking from fountains in UT.
 
====Health and stats====
* Don't eat kobolds, zombies, snakes, giant spiders, skunks, anything mutant, werewolves, orcs or frogs. Everything else is edible and should be eaten before those cans of banana flesh or meat loaves.
* If you catch a parasite ("You feel you are no longer alone"/"You feel something violently carving through your intestines"), vomit repeatedly until you receive a message about a dead tapeworm coming out.
* If you're hurt and can get above ground easily, consider going up and jogging around until you regenerate instead of abusing your agility by sitting in one place.
* Avoid being satiated/bloated/overfed, this hurts your agility.
* Avoid being burdened/stressed (unless training LSTR), this hurts your agility and combat effectiveness.
* If your limbs start falling off, you've caught leprosy. Drink an antidote to get rid of it in dungeons. If you can, you may also wish to use the New Attnam priestess or the Attnam priest to first attach the limb and only then cure the disease. Remove all equipment from your limbs if using the Attnam priest, or you'll lose it if one falls off in the cathedral.
* Telecontrol is what makes teleporting awesome.
* You can gain permanent ESP or telecontrol by eating at least 3 floating eyes or blink dogs in a row, respectively. Permanent haste is also possible to gain by praying to Cleptia first for her buff, then emptying multiple wands on yourself and applying them.
* Being resurrected (wand/AoLS) clears all status effects not provided by equipment.
====Gods====
* Like with Valpurus, [[Mortifer]] only grants his reward when you're a champion. His rewards is Neerc Se'Ulb +6, a very powerful mace with a life stealing attack.
* If possible, I suggest praying to everything from Seges to Cleptia if you do not wish to go for Valpurus's or Mortifer's rewards. The Mellis-Seges combination is too strong to pass up easily. Having a broader range of gods to pray is possible, but requires you to carefully manage your standing. If going fully lawful or chaotic, you can safely pray to all aligned gods.  ==Equipment and items======Armor====When choosing armor, you should aim to strike a balance between enough armor value and mobility. Leather branch armor is very light and doesn't limit your stats too much, whereas iron alloys weigh a ton and cause a large hit to your stats. Arcanite alloys come between the two - they are decently strong while remaining light and flexible enough to not be a hindrance. For the most part discluding UT1-3 and the end-game, you are usually best off with the third option. Leathers should be avoided except for when nothing better is available, as the loss in AV in comparison to arcanite alloys is too high for the few points of agility or dexterity. Likewise, iron alloys tend to be too restrictive and heavy for the AV they provide over the arcanite branch. Iron alloy chain mails lessen the effect on stats and can generally be safely used as an alternative to arcanite. However, since the gap between meteoric steel and adamant intelligence requirements is so large, arcanite alloys pull ahead with the possibility to upgrade into mithril or octiron. For very high-end materials, the best choice for armor is valpurium + golden eagle feather for cloaks at 55 INT for a SoCM. One tier down, octiron + spider silk at 45 INT for a SoCM (40 for harden from mithril). Two tiers down, dragon scale + angel hair at 40 for a SoCM (35 for harden from phoenix feather - dragon scale). Three tiers down, mithril + phoenix feather at 25 for a SoCM (20 for hardens from arcanite - mithril and ommel hair - phoenix feather). Note that when using phoenix feather of any sort, you will need to take care to not get acidic substances spilled on your equipment. PF breaks very easily on contact with dark frog blood, slimes or even vomit. ==Named NPCs== [[File:kiting.gif|200px|thumb|right|This image doesn't seem to be working.]][[Media:kiting.gif]]
==Walkthrough level-by-level==
Enter GC5. You should receive a message about wailing screams notifying you of the presence of the Enner Beast. If you can't immediately see him anywhere, read the scroll of detect material and search for "enner beast flesh". This will reveal his location and help you in killing him as soon as possible. Press 'u' to toggle running on and sprint towards him. You should attempt to have a straight line of sight to him to be able to zap him with a fireball. If you can, teleport with telecontrol to be faster. When your health reaches bright red, quickly drink a can of healing liquid and continue searching.
Once you have the opportunity to blast him, do it. He's rather frail physically, and 2-3 direct fireballs should be enough to take him down. Do not use wands of striking, as they are less effective than fireballs against foes without armor. If everything went well, you should now be a proud owner of an enner beast corpse. Pick up the horn of fear he carries if you don't have one yet and explore the rest of the level as normal. Don't forget to get the things you left on GC4.
===GC6: The zombie level===
===UT4: The crystal cave===
Silva altarThe entrance to UT4 is located in UT2 embedded into a pillar of rock in a large rounded room, 3 something you should have found early on in the game. UT4 always contains three light crystal golems, which at the start of the game are very much lethal. If you're clearing UT4 after GC8, they shouldn't be too difficult. Like with any tough golems, try avoid being hit when possible with invisibility dancing. The main danger of UT4 at this stage usually comes from the possibility of named NPC spawns. They are not any more likely to appear here than anywhere else, but as you are likely close to reaching the end-game equipment and stats by now, any fully new level has a very high chance of generating one. Explore carefully. There is not much in the way of loot or other valuable stuff here, but if you're lacking a permanent lightsource, you can pick one of the light sourcescrystals here. There's also a guaranteed altar of Silva located somewhere on the level. Once the level is clear, move on back to New Attnan.
===Liberating New Attnam===
Easy You should be rather well equipped by now. If you aren't, take some time enchanting and upgrading your gear now if you can. You can free New Attnam from the capitalist oppressors by killing all the guards, Decos, the shopkeeper, grower encourager and the tourists. This doesn't provide anything useful, but is rather something I tend to do regardless for the fun of it. The only even remotely dangerous NPC here is Decos himself. Even he's not that tough, but you should still take some care around him especially if you're not very well equipped. Haste/slow etc as pieyou see fit. Take care to not hit any of the villagers or damage the infrastructure; doing so will anger the whole town and force you to kill everyone instead. Avoid offensive wands if you can. Once New Attnam has been liberated, there's only one level remaining before a freedom victory.
===GC9: The dark level===
The final showdownGloomy Caves 9, the home of Elpuri. If you're only planning on taking a freedom victory, you should use whatever enchantment scrolls you have and boost your equipment as high as possible before going down. Anything you have remaining after Elpuri is dead will be wasted. Get yourself hasted (at least empty a full wand and break it), drop all wands and glass potions except one wand of slow and 2-3 teleports. and read a scroll of detect material and look for frog flesh again right after coming down the stairs. Make note of where most of the frogs are located, and memorize the location of the single mystic dark frog on the level. You will want to kill it as soon as possible, just like on GC7. You may also notice a large-ish gap between all the frogs; that's where Elpuri will be located. If you're in range, teleport to the mystic frog now, kill it and escape back to the stairs. Make sure you won't be too close to Elpuri's location when going in. With any luck, you'll make it in and out before he gets in range. Once the mystic frog is dead, you're free to clear the level a bit. Try to look for long, straight corridors: these are the ones you'll want to fight Elpuri in. Keep making your way towards Elpuri while clearing the level. When you find him again, slow him a few times and kite him like any other NPC. More than ever, do not let him hit you under any circumstances, especially if carrying wands! He will break any and all openly in your inventory with one bite, plus seriously danger those held in chests or lockboxes. You will not want wands of haste, slow, polymorph or the likes exploding on you here, not to even speak of fireballs or striking. If you get backed into a corner or otherwise cannot keep kiting by running, teleport ahead or back a bit and keep going. It may take a while to burn through his 3000 HP, but he will die with enough hits provided you do not screw up. If all goes well, Elpuri should now be dead. Clear out the rest of the level, don't touch the portal, remember to pick up the head and bring it back to Petrus in Attnam. Talk with him with C for chat, not V for vomit.  ===Final notes=== If you've managed to get your first freedom victory with the help of this guide, congratulations and well done! I'm pleased putting this many words together paid off. Go brag of your victory on the official forums! In case there's anything missing, false or you just otherwise need additional information on something, hit the forums and drop us a thread. I'll be happy to answer any further questions.
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