Two Worlds II achievements
2,783
(1,250)

Two Worlds II

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There are a maximum of 56 Two Worlds II achievements (46 without DLC) worth 2,783 (1,250)

19,590 tracked gamers have this game, 647 have completed it (3.30%)

Achievement Details

Adventure Part II in Two Worlds II

Adventure Part II27 (15)

Complete Chapter II in the Multiplayer Campaign

  • Unlocked by 6,113 tracked gamers (31% - TA Ratio = 1.78) 19,590  

Achievement Guide for Adventure Part II

AuthorSolution
olde fortran 77
223,396 (106,732)
olde fortran 77
Achievement won on 22 Oct 13
TA Score for this game: 2,783
Posted on 23 October 13 at 19:12, Edited on 23 October 13 at 19:22
This solution has 5 positive votes and 0 negative votes. Please log in to vote.
If you are level 6 or 7, this is going to be very slow and difficult as you'll meet groups of enemies who are too powerful to be dealt with en masse in the small rooms and corridors. You'll have to lure one or two into a previously cleared room and whittle their numbers down.

The first room consists of Groms and it should be reasonably easy to lure one or two at a time until you've cleared the room. The next room, however, contains Groms and a Cyclops. You can't damage the Cyclops until ALL of the Groms are dead. Most of the Groms can be lured into the previous room or hit with arrows from the doorway, but you will usually have two Groms behind the Cyclops. Be careful sprinting in to kill them while avoiding the Cyclops. Afterward, feel free to go back to the previous room and shower the dimwitted Cyclops with arrows until it falls.

Continue to advance, trigger enemies, and retreat to heal but eventually you will reach a room with a switch. Push the lever and run through the gate before it closes. Unfortunately, 4 Dead Knights will spawn when you continue around the bend (which is only a few meters/yards past the gate). You can't retreat, so run until you reach a room with merely 2 Giant Ants. If you are level 6 or 7, I recommend ignoring those knights for now as you'll probably go up a few levels by the end of the dungeon, and you could go back and deal with them then when you have better stats and probably better weapons, as well. Unlike many of the other enemies, you don't have to defeat this group to advance to the next room.

Continue going forward. You'll meet more knights and even some Tuloks but you should have little trouble as long as you continue to retreat, lure one enemy back, and whittle down their numbers. The only tricky area is a bending corridor leading to a small room with a Tulok. The Tulok can't be seen until you are almost in the room.

There is a flooded stairwell. The wheel to drain the stairwell is in the room to the left.

There are some weight-activated floor switches that open gates, but nearby crates and barrels can weigh down the switches.

Good luck. We're all counting on you.
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