Sacred 3 Walkthrough: This is an arcade hack and slash video game can play up to 4 players. During the battle for Ancaria, play a hero and fight together against evil. You will encounter various creatures including: grimmocs, brute beasts, mercenaries and undead wizards.
In this comprehensive guide to Sacred 3, you will find how to complete all the main levels of the base game. Note that patches will arrive after the game's release and thus change the gameplay as well as how to play Sacred 3. Currently, you get to chapter 14 of the game without having to complete the levels. In fact, all the chapters you will simply "not recommended" according to your level but you can still play directly to the penultimate chapter then access the final boss of the game if you wish.
Table of content
Suggested Level: 01
Description: Push the mercenaries and save the people they enslaved.
Get your hands on the first bunch of mercenaries by throwing them on top of each other, learn how to handle your first powers against the next group and master the ancient technique of impact to break custody following enemy and be able to hurt . Go fetch the contents of the safe southeast before continuing, watch the symbols of execution to complete the opponents to the ground and start to develop your combat routines.
Above, a first elite guard you block the road: beware Surge he plans ahead, avoid the orbs that materializes on the ground and always stay in the back to start your combos (a leitmotif to keep in mind the whole adventure). Go forward to the heart of the streets by eradicating large enemies who get in your way, go up the stairs to the southeast of the site to find another chest at the end, and then clear the traps on your way with impacts loaded.
A new type of enemy then makes its appearance, able to turn into human spinning will stop at nothing except death or impact: in place so necessary in the middle of your combos to prevent you slice it, will destroy the prison doors improvised recovering the contents of the chest at the bottom of one of them and do the same in the next area, taking care to traps pinning down. After another volley of enemies, run by rolling occasionally to avoid the series of fireballs that seek your life, then take on the new elite guard remaining near him to avoid projectiles that invokes while pruning the troops that accompany it.
Once outside the city walls, go different areas filled with enemies and traps on the ground and you'll soon be meeting the troll army Karr Tel: it features basic strokes but powerful, so be sure to always remain in his back and avoid his furious charge for it.
Suggested Level: 02
Description: Continue Karr Tel and prevent it from spreading terror in Vorios.
Make a clean sweep around the village well, send explosive mines to the motley group of enemies waiting for you further to take immediate advantage, cross thickets full of traps and use to your advantage rockfall to destroy barricades that block the road (while avoiding the course). After the two following groups of enemies a new elite guard entered: stay well out of range of its energy circles that make heavy damage and dispel his attacks with impact between one or Another of your combos.
Open the north door with the key obtained, do the same a few scuffles further carefully avoiding explosive projectiles that drown the area, then climb the mountainside by rushing you to not end up burnt in lava. Take on a new shovelful of houses with their traps enemies, fight your way through the flaming projectiles and once arrived at the platform, load by emptying your energy reserves. A complete gauge is not sufficient, beat up a few enemies to recharge your batteries and complete loading, then try to get through the fire elemental as follows.
Video level 02 "Vorios"
Suggested Level: 03
Description: Fight your way to the port of Pelias to fend off the mercenaries.
On the desert, shell and ... follow the pathway by making a clean sweep and keeping an eye on the pitfalls you can temporarily disable an impact with beach, eliminate the elite guard on the boat, then welcome to the family of your potential enemies a newcomer, the shaman. The latter, in addition to sending you magic missiles, may invoke a giant orb that will open gradually allowing the escape of energy rays before violently explodes: thus interrupt the process with a well-placed impact preference.
Quickly toggle the various traps avoiding projectiles announced by a circle on the floor, remove the two shamans on which you fall and turn the wheel to the left six times, pushing the creatures that try to mess with you at the same time.
Then cross over the prepared platform, open the chest to the north scaffolding before heading west, turn the troll that you block the road to the mat and then stay closer to the port door: Your attacks can damage, but you will indeed much faster by attracting bombing over and dodging at the last moment (always pushing the amount of enemies that comes to you at the same time).
Cross Docks avoiding lasers to reach the ship Karr Tel, stay as close to him and hit once enemies who wear mine to be able to seize it and run it directly on the boat. Destroy twice enemy reinforcements and their boat at both ends of the arena and continue until victory.
Video level 03 "Port of Pelias"
Suggested Level: 04
Description: Enter the Shaddar Cage, release the prisoners and destroy the armory.
Start by running an impact on the enemy with the hammer before the ad send patres to prevent him from calling for reinforcements, push the lever south after opening the chest a little further and have to wrestle the shaman of elite behind the door. The latter has a large arsenal of spells: stay out of the circles he places on the ground, treat it as a troll and you will make short work, as the enemies that come with it. Further, quickly dodge the trap closes on you when you pulled the lever, and then turn to undertake six times the wheel presents itself battling against strong enemies known varieties, but now accompanied by rafters can form dark circles on the ground and obviously you hurt.
At the next checkpoint, pull the lever to access the boot at the bottom of the adjacent cell before continuing, destroy barricades avoiding projectiles from loopholes and once in the foundry, focus on the destruction of the doors by pushing advances enemies literally on fire. Be careful not to burn yourself, as the following path by pushing the barricades made again six laps using the mines around you to your advantage and fill the distance between you and the boss with a few taps of your weapon of choice.
The head of the prison, that's his name, has a fairly annoying AoE that you can not avoid that by putting you behind one of the two walls present in the arena. Pause it when it focuses on sound, fend off insects that invite to the party and avoid his other attacks to emerge victorious from the confrontation.
Suggested Level: 05
Description: Put an end to the operation of mercenaries to poison the water.
Within the first enemies you face group, a shaman of a new genre emerged. It pleads indeed field a head demon, if you do not stop using an impact, you will inflict major damage anywhere on the field of battle, so be very careful to quickly remove these heads. With that firmly in mind, push you to the heart of the giant sewage plant to precisely tackle a shaman elite following the model set a little higher, be careful not to poison you with cans surroundings and avoid the gas jets in the hallway.
A shit load of enemies waiting for you then ready to defend the water supply: knock pipes priority to destroy any attempts by interrupting little too insistent enemies, move more beautiful in the complex and once n is not custom, make six laps defending your position to move forward. Collect the key to the elite guard of classic awaits you further, cross the area by avoiding puddles of poison and battle firm to reach the last room by getting in passing the contents of the two boxes on either side.
You will need to defend the purity of the well Khorad: to do this, primarily targeting the small enemies that carry cans of poison to prevent them from reaching the source and have the other enemies.
Suggested Level: 06
Description: Fight your way through the enemy troops on and save the artifact Do Vaporeon.
Fighting the big brutes that you do not wait to meet, be careful to stop their fate before he finished, in which case peaks emerge from the ground in front of them so repeatedly. Use the mines wisely to speed things up by always paying attention to the rafters shots, made a clean sweep around the troll before deal with him and will challenge the basic ground a little further southeast. Use the impact on small green spheres he invokes to prevent it from regaining life, do you find a quiet corner to avoid his AoE and you will come to the end without problem, which will earn you access a large chest.
Turn northwest to use your key, destroy the three nests catapult juggling surrounding enemies, continue north and cross the forest avoiding projectiles sent by plants and explosions canvas. After a few waves unpretentious, defend the barricade against the horde charging towards you, remove launchers goats spells and their elite counterpart a little farther always interrupting their magic when possible and load platform with your energy to open the door on the right. Make your way to the elite shaman surrounded by soldiers armed with shields and you will not be long before reaching the boss level, Sundrax, where here's a little video guide.
Video level 06 "N'Aquali"
Suggested Level: 07
Description: Walk through the mountains Alkazaba, go to the mine and close the secret passage.
After the destruction of the bridge, turn back avoiding landslide to power down on stage right after annihilate the enemies and the troll to get the key and walk the streets of the village of minors to the household by vacuum. Once in the mine itself, beware of enemies that now tops leave trails of fire behind them as well as shamans surrounded by flames, quickly push six in a row before the wagon to take care of your pursuers at once and eliminate all enemies in the area swept by landslides in order to make dynamite and place it against the wall in the bottom area.
Having slain the elite shaman, change to the demonic portal and while dodging fireballs and the plethora of attacks against you, turn the wheels to the right and left six recovery to close and conclude level.
Video level 07 "Alkazaba Mines"
Suggested Level: 08
Description: Enter the dungeon and destroy Palambron Black Essence.
Eliminate Wizards goats repelling insects, which will not deprive himself to explode your contact, avoid spikes sent by plants and fight your way through the barricades. Use the mines to your advantage, take the wooden walkway on the right to go and open the chest at the end, use scraps of rock to destroy obstacles and undertake to destroy the two blue anchors while battling against strong waves enemies.
In the arena a little later, prune the enemy ranks to cause the emergence of the two elites, each keeping a half key on them, use the mines to your advantage in the next arena to quickly come to grips keeper and his henchmen and destroy the generator of dark energy taking care of the shaman spells. Destroy a second after slalomed between the barricade and explosions on the ground, then follow the guide below to see how you come out to demolish the Black Essence.
The key to the fight, except for the fact that you have to be very responsive, lies in dodging the AoE launched by the giant sphere: for you not to take the brunt, take cover behind the one of the walls that are all around before you focus again on the crystals and avoid course to stay in the center of a black ray.
Video level 08 "Palambroken Keep"
Suggested Level: 09
Description: Shoot Aria claws Zane and his soldiers to fend off the attack.
You can access this portion of the game, northwest of the map, if you have additional content relevant, included in some editions of the game. Therefore, you must complete three levels before you can access the latest locked zone . The passage to the underworld, first, full of explosive plants, undead and destroy black on pain of collapsing under the weight, then the Dungeon Onyx orbs, and cracks that emanate from the very dangerous energy flow and corrupt Lands, where you'll meet Patapon and its tentacles will try to block the road.
Finally comes the fallen pillars, a long level in which you have to cross furnace, maze and a whole bunch of other funny infested with enemies plied more than average, sprinkled now classic environmental hazards. Having reconstructed a key four fragments, then you finally go to the boss level, black Seraphin.
Sanctuary ice creek
Start by setting its comtpe elementary ice avoiding both his jump out of the ground and materialized by the second blue circle, protect the wall west until Telari manages to erect a magical barrier, cut in fat and once arrived near the shrine, defend it at all costs, interrupting the grenadiers priority so it does not suffer too much damage.
Spend your opponents through the mill to reach a new elementary ice, bigger one, avoid his AoE, hiding behind a piece of scenery and make him bite the dust in conclusion.
Video level 09 "Defiled Mausoleum"
Suggested Level: 10
Description: Browse Braverock to eradicate this scourge of the undead.
If you've covered the level of Hell then you will not be too surprised by the nature of enemies that await you here: so fight your way through the undead, destroy the three black orbs scattered in the cemetery fleeing the smaller enemies returning to infinity and eliminating the other, more troublesome, go to the now open gate is to enter the church and cross it, taking care levitating octopus, which can be very sticky, and the projectiles that burst in all directions to immobilize you.
Use the mines once back outside to get rid of the rafters, finish the job and you will be easily the boss of the level, detailed in the video below.
Video level 10 "Braverock"
Suggested Level: 11
Description: Infiltrate the castle and stop the enemy to continue its production of weapons.
After ravaging the few enemies who thought they could stop you, get the two halves of the key at the end of each corridor and make sure not to be getting hit by the spikes coming out of the ground to the north, as they stand for immediate death. Sow death and destruction in your way, get to the end of the two trolls simultaneously in the arena a little further and the darkened area, be sure to avoid tight son who will ring bells, warning of enemies your presence.
Meet at the heart of the fortress by facing now familiar enemies, destroy all incubators eliminating ashens elite coming out, then advance along the various bridges that apply to you before your traditional six laps. Attention because the sixth, rocks will start falling from the ceiling and add to the plethora of enemies around you. Then flee to the south-east to continue the work of the massacre but beware, a new type of shaman elite awaits you after a few barricades.
The latter may somehow you curse, creating a yellow circle around you: until it disappears, do not use special technical failing to collect large damage. Some steps further, you go to the boss. His health bar will seem to fall a little faster than normal, and for good reason: there are actually two layers of armor that you need to remove him while managing surrounding corny and puddles of poison that create jumping. Good luck!
Video of level 11 "Enigmar Fortress"
Suggested Level: 12
Description: Help the Last dwarf to keep the seal and protect Zhurag an old demon.
Open the chests on either side behind the columns before going to slay the first enemies of the level. Destroy hourglass first hells pushing the undead, get the Kinemat in the small room to the south and cross the hallway filled with energy projectiles. A little further, then take your courage in both hands and hitch up your six laps battling hard against the hordes of opponents who harass you.
Then cross the bridges swept ray energy taking care of course to avoid them, go on the skull in the center of the room and turn the blades repeatedly around you to pass all the undead mill (do not fall off your pedestal, however, the risk of suffering the same fate).
Take down the following elite monstrosity, destroy the four new hourglasses from hell and fill the remaining distance between you and the boss avoiding bombing on the bridge.
Keep critters created by the boss in the eye with a dissipating impact, stop its furious spinning in the same way and you'll have no trouble deleting it.
Video level 12 "Zhurag"
Suggested Level: 13
Description: Find the hidden sanctuary in the marshes to strengthen the Heart of Ancaria.
Lower the bridge by turning the lever on the bridge to the left, open the chest in the far north after crossing, then enter the temple with statues platypus avoiding spikes out of the ground. Once is not custom, hitch up for a series of six laps; mind the ivy that can invoke wizards goats and regular landslides, wait for the right moment to cross the middle of the peaks emerging from walls and experience the forest by opening the four chests that are scattered there to assemble a key.
Dodge the various enemies and projectiles that harass you at the same time, open the door in the far north for you deeper into the temple, put the elite goat to the mat and cross the checkered peaks remaining preferably on the same line before crossing a new corridor full of spice. Then load the deck with your energy, be extra vigilant to avoid getting impaled on the ground when you fight to recharge your batteries, then once in the dark woods, take shelter under the ruins illuminated to avoid the bombing.
Having slain the ashen sorcerer (beware of the orange ray rather powerful), will give his thrashing Zep'Tik simply by turning him around and finding you a quiet place to avoid his AoE poison.
Suggested Level: 14
Description: Move into Grauvière and cut to pieces Sundrax weapon before it is too late.
Walk down the trail getting to know lizards mountains, prevent the golem a little further to regenerate launching impacts on minions he invokes while avoiding his AoE and trim the fat of enemy troops before then after the bridge. Continue on unsurprisingly up some mines to use to your advantage, get the dynamite in the tank and turn back to blow up the wall.
Take extra care to overcome the following waves, come to end the nasty barricades that block the road, avoiding the surrounding explosions, then progress always keeping an eye on where you step to avoid disappointment. Several arenas further, and after crossing a bridge under fire last cannon energy, destroy it by hitting the crystals all around him and avoiding energy ground of course the waves.
Suggested Level: 15
Description: Defeat enemies and lead the final fight against Zane
This level is actually present as a small boss rush. The first enter the scene is none other than Karr Tel, you had not had the opportunity to face in person destroy at least one of the guns to have peace and take cover behind the elements of setting when the boss starts playing to the router. Break his guard with an impact when it creates a protection and purify the ranks of his henchmen when they are too pressing.
Then come successively around Zep'Tik and Sundrax that you had already defeated before, and for which you have been so key to victory. Around the big boss, Zane, next comes.
During the first part of the fight, the big boss will be satisfied with very conventional attacks, stunning you the opportunity to leave you to the mercy of his minions: content yourself to be responsive and you empty his life bar relatively quickly. When Zane turns, things can get complicated: when it will split, it will indeed launch a powerful attack draining most of your life bar if you do not run an impact on the real Zane. Preferably, so stay away from him when clone to avoid bothering you and lead the rest of the fight as you're used to defeat the tyrant.
Video level 15 "Asghar"
This spirit gives you a chance to spread a chain of lightning through the enemy ranks at the expense of the energy recovered by the yellow orbs: it is therefore targeted primarily for solo players with very fast attacks that are more likely to trigger this effect.
If you have any altruistic inclinations, that spirit is for you: it will indeed your allies to get more health globes with care while you get back less (but to a lesser extent).
If you want to focus on a strategy typical "glass cannon" is the spirit you need: it indeed ignite your enemies every time, causing additional damage over time, but also increase the damage you suffer.
In the same vein as the elf, that spirit allows you to move the group before you by increasing energy regeneration by the orbs at the expense of efficiency you: useful if you want to allow your allies to chain special moves non stop.
More extreme version of the canon glass introduced by the Demon, the Dwarf increases the probabilities and critical strike damage, making each potentially deadly attack but greatly increasing the damage you receive.
This spirit is intended primarily to warriors in harm and may benefit from any defensive contribution: the Dragon, they can indeed protect a percentage of damage based on their health, but it goes with a loss in energy . Unattractive in most cases.
More effective than the Dragon in the field of survival, this spirit certainly decreases the damage you hit enemies for a short period of time, simply reducing the damage of your critical hits in return.
At first unprofitable, that spirit once at level 5, you can multiply your damage until you have more than a certain amount of life, which becomes higher with levels.
This spirit allows you to vastly improve your impact loaded, but you lose a large amount of health every time: it is therefore targeted more group work, the member with this spirit that could greatly weaken the enemies hanging his colleagues are responsible for finish the job.
The vampire gives you a penalty to health recovered on orbs care but, in turn, allows you to put right every time you hit the enemies of small ones you can catch to project on others. More or less dependent on viable levels, some not full of a lot of this type of enemies.