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Hrungnir behaves like a common Hill Giant - if you're away from him, he will throw boulders at you. His attacks can really hurt, so either have some healing prepared, or quickly take him out with powerful magic attacks - 6 Cold Balls or 5 Ball Lightings are enough to take him out. Despite having a ranged attack, Hrungnir is at disadvantage - his boulders are less accurate than your spells, so make sure you can outrun him and keep your distance. Once defeated, Hrungnir will drop several random items, as well as the goal of the game - the Amulet of Kings.
Hrungnir behaves like a common Hill Giant - if you're away from him, he will throw boulders at you. His attacks can really hurt, so either have some healing prepared, or quickly take him out with powerful magic attacks - 6 Cold Balls or 5 Ball Lightings are enough to take him out. Despite having a ranged attack, Hrungnir is at disadvantage - his boulders are less accurate than your spells, so make sure you can outrun him and keep your distance. Once defeated, Hrungnir will drop several random items, as well as the goal of the game - the Amulet of Kings.
* '''Rescuing the prisoner'''
This fight occurs on level 4 of Castle of the Winds. There is no boss here - instead, the hero stumbles upon a rite of sacrifice, in which a pack of Huge Ogres (7-8 on Experts Only) are preparing to kill a prisoner. The event will trigger as soon as the player enters the level 4 and will cause a few messages to appear:
* You hear somebody screaming for help!
* You hear screams echoing through the halls!
* You hear drums beating ominously!
* The drums are beating faster!
* You hear gutteral voices chanting!
* You hear a voice scream 'Please! Somebody help me!'
* You hear a voice scream 'No! Stop! The knife! Ahhhhh!'
After the last message, the prisoner disappears, and the event stops. The Ogres that have been stationary so far, start moving around. If you get to the prisoner before that, as you approach him you will get a pop-up window saying "Free me, please, noble one!", and if you come even closer, the prisoner will be freed and disappear after a story window opens.
Next time you're in town, visit the Jarl's palace. You will be rewarded will 100 pieces of Gold - they will be added to your bank account.
[[File:COTW Prisoner Room.png|Room with Ogres and the Prisoner|thumb|right]]
Strategy: Freeing the Prisoner is an optional quest, but the reward may be worth a little effort. If you want to make sure to complete the quest, save your game before entering level 4 - if you fail the quest, either through your own mistakes, stumbling upon a sleep trap or generally by unlucky level generation, you will be able to restore the game. Also, make sure to be at full health and mana. IF your character was having hard time up to this point, prepare some health and mana restoring items. Cast detect monsters right before descending - this way you will be able to tell, where the Ogres and the Prisoner are (the Prisoner is sensed with Detect Monsters too). You can also use a Scroll of Map Level - this way you will see all passages and traps between you and your destination point. The place you're looking for is a large room with an altar in the middle.
The event will start as soon as you enter the level - you will get the first message on the next minute change, then every 10 minutes you will get another message. The last message appears a minute after the previous one. In total, you have 51 minutes with a few seconds to free the Prisoner. If you leave the level, the event will continue, but will not be getting any messages while you're away.
If you know where you're going, the time you have should be more than enough, but avoid resting or sleeping. Once you're in the room, besides the Ogres, you need to take out every enemy your character can see, including those in far away rooms, if the enemies happen to be in the line of sight.
Take care not to kill the Prisoner by accident. When you use Cold Ball, or other large area spells, make sure the Prisoner is not be hit by any of these. Just one brush from a Fireball can finish him off, while Cold Ball and Ball Lightning take two misplaced shots. The freeing event will not trigger, until all enemies in sight are defeated - instead, if you walk on the Prisoner's tile, you will hit him in melee. Note that, if you kill him, there is no message informing you that he's dead. He's only considered free, if you get the story window on approach.
Note that, even if there are no enemies nearby, the rite will continue, and the Prisoner can still die.
[[File:COTW Prisoner Icon.png|Prisoner|right]]
The game treats the Prisoner as an enemy - he is sensed with Detect Monsters spell, and if he is in your line of sight, you will be unable to rest and inventory actions will give you "You see a monster!" pop-up. He has no resistances, besides being immune to Transmogrify Monster. You get no experience points for killing him.
* Deep within the Castle: '''Utgardhalok''', the Hill Giant King, with his Hill Giant minions
* Deep within the Castle: '''Utgardhalok''', the Hill Giant King, with his Hill Giant minions
* Further in the Castle: '''Rungir''', the Stone Giant King, with his Stone Giant minions
* Further in the Castle: '''Rungir''', the Stone Giant King, with his Stone Giant minions
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Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
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