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Ruins of Orthiad
urtagh cursed, clenching the
pommel of his sword. ‘That
explains it! Saphira, if you’re
right, then those are Kull, elite of the Urgals.
I should have guessed the chieftains had
been put in charge of them. They don’t ride
because horses can’t carry their weight—not
one of them is under eight feet tall—and they
can run for days without sleep and still be
ready to battle.’
—Eragon by Christopher Paolini
Prima Offi cial Game Guide
76
Ruins of Orthiad
Walkthrough
Having
weathered an
intense fl ight
from Gil’ead,
Murtagh and
Eragon fi nd
themselves
in the Ruins
of Orthiad, a
dead, haunted
place. Sadly, the “ghosts” take the form of large, hulking,
humanoid creatures known as Kulls.
Kull Wrangling
The Kull is an
imposing beast
but, sadly for
it, an almost
ineffectual one.
Although Kulls
are brutally
strong, what
you can do with
them more than
makes up for
their ability to
extinguish life.
Essentially,
dealing with a
Kull is a simple
process:
1. Charge up a one-hit kill arrow to stun the beast.
You can also use magic to garner a similar effect,
but that won’t do any damage, so this is the
preferred method.
Kull Wrangling (cont’d)
2. As the
monstrosity
attempts to
remove the
shaft from his
lacerated eye,
run in behind
it and hack
away till it
drops to one knee.
3. At this point, by pressing strong attack, you can
mount the beast.
4. From here,
you have a
few options
(more details
follow for
specifi c
encounters)
but we
primarily
focus on then switching to attack and stabbing it in
the back of the neck.
5. After a
number of
blows, the
Kull goes
on a mad
rampage. You
can steer it
into a nearby,
unyielding
wall; into hapless foes; or over a cliff.
From there, repeat that process until the beast is
destroyed. If there’s more than one (and more than one
player) you can double up on this strategy. If there’s
not more than yourself but more than one Kull, you
can still use the same strategy, though you might want
to substitute pull magic to mount faster (although this
doesn’t harm the beast).
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Take on the fi rst
batch of Kulls
following the
strategy outline
in the previous
sidebar. They
should be an
easy bunch to
dispatch—just
remember that
if you try to ride for too long, you will be thrown off, painfully.
Once the Kulls
cease arriving,
proceed through
the gap that opened
ahead (snag the
chests fl anking
either side fi rst)
and a short cinema
triggers before
you’re cast into
the catacombs
themselves.
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Two foes,
supported by
a few archers,
immediately
rush forward.
You should
have time to
drop one with
an arrow and
then burn and
hack up the second. From there, take aim and kill the archers
as well.
The bas-reliefs
that line this
tunnel, in
most cases,
have a crystal
embedded
in them. Use
magic to tag
the fi rst one on
the left before
proceeding.
As the path
ahead leads
off to the left,
note the statue
standing guard
solemnly to
the right. Just
behind it lies
the hidden egg.
Grab it before
moving on.
Ere long a chest
lurks just to your
right, as well as a
second crystal upon
the wall to the left.
Crack open the
chest with a sharp
blow, then activate
the nearby (and
second) crystal.
Prima Offi cial Game Guide
78