Geneforge 1 Guide
Geneforge 1 Guide
Geneforge 1 Guide
CONTENTS:
1. Character Classes
2. Character Stat Guide
3. Creation Guide
4. Spell Guide
5. Sect Guide
6. Location Guide (table of contents for the walkthrough)
and
walkthrough
7. Canister Locations, other Miscellaneous info (including
secrets).
8. Equipment Guide
9. HP and XP per creation guides (from y0d1n2a3- many
thanks!)
10. Version info.
1. CHARACTER CLASSES
The Guardian: The physical powerhouse of the triumvirate.
When playing
as a Guardian, you'll often find that "If I can get next to
an enemy,
in the next turn, it will die." This is true. The
Guardians can beat
anything to a bloody pulp. They also have decent shaping
skills, and
can summon up a weak army if really necessary. They have
very poor
magic skills, and this is their main downfall. They are
unable to open
most chests until they've advanced to a high level or have
invested
valuable skill points in intelligence or mechanics, or are
willing to
burn off living tools. On easy difficulties, they rule.
On harder
difficulties, they don't. They can not deal effectively
with crowds,
as they don't get searing orbs, nor do they get a powerful
army. That
said, beginners may find them very easy to start with.
Guardians
probably won't find much use out of magic spell canisters.
Guardians
can get a lot of damage if they increase their anatomy and
quick action
skills. I have received critical hits (caused by high
anatomy) on a
double attack (caused by quick action) for 300 damage each
hit. If you
have two quicksilver items equipped and are hasted, you can
do over
1800 damage in one turn. Nothing can survive this.
HP (please see end of FAQ, the doozy of a formula has
been determined
by y0d1n2a3)
Guardian SP = lvl*int+6
Guardian EP = 1.5*lvl*int+6
2. CHARACTER STATS
Stats: Stats can only be raised up to 30. It is unlikely
that you'd
reach this over the course of normal play, so it's not a
bad cap.
However, stats start to diminish in effect as you go over
10, and later
20. This means that you will probably want to focus on
spreading your
points around a bit, so as to get the maximum effect. The
4 prime
stats do not seem to suffer from this feature.
Prime stats:
Strength (5): Influences you weight capacity, and your
chance to hit
for melee, your stunning resistance, and you're damage
done. Very much
necessary to the Guardian and Agent. The Shaper can ignore
it
somewhat, but will need it in order to carry items.
Dexterity (5): Influences you chance to hit for missile
weapons, your
speed in combat, your acid resistance (from Scales) and
your chance to
dodge enemy blows. This stat can be ignored by most
characters. The
bonuses given by it are easily mimicked by quick action and
missile
weapons. A shaper might find this stat moderately more
useful than the
other characters.
Intelligence (5): Influences your spell points, your
essence points,
and your mind resistance. This stat is very important to
shapers and
agents. Both need essence, and this is the only stat that
affects it.
The guardian may want to invest a few points in this stat
as well,
since he will eventually want to cast unlock and summon up
some
powerful creations.
Endurance (5): Influences you HP in a large way, and your
poison
resistance. Guardians get the largest bonus for this
skill.
Miscellaneous stats:
Leadership (2): This skill is only useful in dialogue.
However, you
will be talking a lot in this game, so this skill is
extremely useful.
You should at least have 5 points in this skill by level 5,
this will
get you more skills and such. You will want at least 8 by
the end
game, though more (10 or so) is quite useful. One servile
leader
requires 12 leadership to join without performing a quest
(brought to
my attention by Zeviz on the message boards). Going above
12 is
unnecessary except perhaps in one (major) encounter. This
skill may be
purchased for 2000 gold. Do note that you can obtain a
girdle of
leadership without too much difficulty, therefore going
above a natural
10 is unnecessary. Also, other than this one leader,
nothing else
requires more than 10 leadership, so with the girdle, going
above 8
leadership is probably unnecessary.
Mechanics (2): This is a very useful skill. Guardians
will get the
most use out of it, as they will be unable to cast the
spell unlock
(they should try to have around about 6 by level 5).
Agents and
shapers still should not ignore this skill, but do not need
to invest
in it as heavily (maybe ~5). Mechanics is used in some
special
encounters, and also influences the following: Unlocking of
levers and
chests, Manipulation of power spirals, Disarming of
exploding crystals,
Disarming of mines, Manipulation of spore boxes and control
devices.
This skill may be purchased for 2000 gold. Zeviz, and
Vengeful Wise
Man both recommend getting several points of this skill.
Getting above
13 is probably unnecessary. Tinker's gloves will raise
your skill in
this, and are fairly common.
Luck (1): A useful skill, but not as pervasive as in
previous
Spiderweb games. All characters should start with 1 point,
and then
delay getting any more points until they can purchase them
from Dig.
Depending on the amount of money you have, you may want to
purchase
enough points to get up to 30 in this stat. This way you
will not miss
anything, and get a hefty armor bonus. Each point of luck
increases
the chance to hit by 1%, and the chance to dodge by 1%. It
may also
affects some resistances. Every 2 points of luck increases
armor by 1,
and monsters may also drop items more frequently (both
hints are from
Scales on the Spiderweb message boards). This skill may be
purchased
for 500 gold.
3. CREATIONS
Important things to note- not all creations start off at
level 1.
Some creations start off at different levels. Therefore,
it is not
necessary to keep around old creations just because you
think that
they're more powerful than new, more advanced creations. I
once had a
level 17 fyora with my Agent. I decided I needed some help
for a
particular battle, so I made a Drayk. I was surprised to
see that the
Drayk had superior stats, despite being a level lower. I
saved my
game, and absorbed each creation to see which was more
expensive in
essence. Much to my chagrin, my fyora was costing me over
100 essence,
whereas the Drayk only cost 60! I got rid of my poor
faithful Fyora
right then and replaced him with the superior Drayk.
4. SPELLS
Firebolt: A cheap, powerful spell. A staple of the
Agent. You can
get it up to a very high level as well. The agent can cast
this
without end.
Searer: A bit more expensive and costs essence as well,
but somewhat
more powerful. Causes energy damage, and acid damage
thereafter.
Searing Orbs: If you can use this (as an agent or
shaper), then do
so. It's very powerful. Use it on multiple enemies. At
high levels
it can do 200+ damage per orb.
5. SECTS
Sects: Joining each sect is a commitment of time and
ability. Be sure
to wait to hear out all sects before agreeing one way or
another. If
you join either the Obeyers or Awakened, you will no longer
have access
to the opposing sect's merchants. Try to drain them dry of
funds
beforehand.
One of the most important things you do in Geneforge is
join a sect
(although it isn't required by any means). In order to
join a sect,
you must have given an opinion generally consistent with
the views held
by the members of that sect. Each sect has its advantages
and
disadvantages, and each seems to be morally ambiguous. The
Takers
desire open rebellion and violence. However, as you will
see as you
play through Geneforge, their cause appears almost just.
The Obeyers
desire to serve the Shapers, and to prevent any major
problems from
surfacing, which sounds OK. However, as you talk around,
you'll find
that the Obeyers are very underhanded and murderous, and
starve the
other sects of supplies and food. The Awakened appear to
be the least
sneaky, however they also have a few skeletons in their
closet (or
rather dead servant minds). In the end, your decision will
be tough.
Unless, that is, you're power-gaming it. All of the
sects offer
something nice for those who join them. The Obeyers will
increase your
fire shaping ability, and will give you several quests.
The Awakened
will significantly improve your combat abilities, but don't
have many
quests. The Takers give you an item that will make the
gameplay a
whole lot easier.
In order to join a sect, you must have announced your
opinion to five
people in the way the sect desires (freedom for
Awakened/Takers,
obedience for Obeyers). If you offer any contradicory
opinions, you
will have to override that. Imagine a lever:
Aw/Ta----X----Ob
You start out at X. Each time you say something the
Obeyers like, you
move one notch towards the Ob. Each time you say something
the
Awakened/Takers like, you move towards the Aw/Ta. Learned
Darian can
help you greatly by instantly setting you in the good
graces of
whichever sect you desire to join, even if you are at the
opposite end
of opinion for that sect. Also, Croikle has stated that
talking with
the leaders of a sect plays a major role, much moreso than
your average
servile.
Finally, if you like playing as a manipulative schemer,
you can join
all 3 sects (though not simultaneously). Doing so allows
you to milk
the best benefits of all three sects (i.e., the stat
raises). First
off, say things to make the Obeyers like you. Get their
quest to feed
Control 4 and do so. Join the Obeyers (and get a point in
fire
shaping). Next, reverse paths (perhaps through Learned
Darian), and
get the Kill Control 4 quest from the Awakened. Kill him
and join the
Awakened (getting a nice set of stat boosts). Finally,
kill Ellhrah,
and join the Takers and get your amulet. You can avoid all
of these
quests if you have 12 leadership or more. Finally, you can
potentially
rejoin the Obeyers if you haven't upset them too much.
WALKTHROUGH
LOCATION GUIDE KEY
Vakkiri (1)
Q: Eliminate the bandits, Find stolen knife, Find spy in
Vakkiri, Kill
Ellhrah, Find Pixley, Find Arth, Search ruined school, Open
box, Clear
watchhill, Deliver message to Ellhrah, Clear Crag Valley.
C & S: War blessing.
O: Learned Pinner, Ham, Khobar, Strout
Enemies: none.
D: West to the Abandoned Vale, North to the Bandit Woods,
East to
Watchhill.
Welcome to the first Servile settlement. You can get
much of the
background story here by conversing with the residents.
You will also
get many quests as you talk with the villagers. Brodus
Blade asks you
to eliminate the bandits (in the Bandit Woods), and gives a
wand of
firebolt as a reward. Inerny asks you to find her stolen
knife. Lietz
has it, but you need to have 4 leadership or more to get
her to give it
up (look away). The reward for this quest is cheaper food.
It might
be better to keep the knife, as it's a powerful weapon for
a low level
character. Sencia asks you to find the spy in Vakkiri.
Nabb is the
spy, and he gives the quest to kill Ellhrah. He is a
member of the
Takers. Reporting him to Sencia only gets you exp (but a
good bit).
Sencia also refers to Clakkit, who can give you a good bit
of
information about what people think of you, and may give
you a few more
hints as you progress through the game. Coale will buy and
sell from
you. He gives you quests to find two merchants. Finding
Pixley will
get you 3 living tools. Finding Arth will get you a few
spore pouches.
Coale's lever room contains a few living tools. The room
to his north
has two locked chests that contain pods and coins. Further
south,
there is a room to the west that has a trap. Inside is a
bronze sword
and some robes. Now is a good time to talk about theft:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\
HINT: Theft- it isn't a crime if it's unseen. Wait for a
character to
leave, then steal their stuff. Use this often in Vakkiri
to build up
your gold reserves. It will be quite useful later on in
certain other
areas, as well.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\END
HINT////////////////////////////////
Dreet will sell you access to a canister (containing war
blessing) for
300 coins, or if you have 6 or greater leadership. Save up
your cash.
Learned Pinner wants you to search the Ruined School to
find some
answers. Your reward is exp. She will also examine you to
tell you
how mutated you are. Ham will buy and sell from you, and
also wants
you to open his box. Use spells, tools, or pure mechanics
if you so
desire:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\
HINT: Opening things can be a problem. Luckily, there are
plenty of
living tools available. Living tools act as an unlocking
device. Use
them on an object to decrease the mechanics required to
manipulate said
device. There are other ways around locked chests and
doors. First,
and easiest, is to have a key. A key will open a lever or
lock without
problems. Of course, you must find the required key.
Another means is
by increasing your mechanics skill. This is the most broad
answer, as
you can do almost anything with enough mechanics. Note
that each
living tool acts like two points of the mechanics skill.
Finally, you
can use the spell unlock. Some doors are resistant to this
spell, and
will not unlock even if you have a large unlock spell
bonus. Unlock
only works for locked items and does not affect power
spirals and such.
The best way to approach unlocking an item is first to use
living tools
to get the message down to "You need to use 3 more tools to
open this,"
then to attempt the spell unlock. Guardians will have no
chance until
they reach a high level of unlocking anything requiring
more than 1
living tool.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\END
HINT////////////////////////////////
For this he gives you a few pods. If you've spilled the
beans on Nabb,
you can go up to his room and claim his stuff, which
includes a Chitin
armor and a gem. Leader Khobar gives you a series of
quests. The
first is to clear Watchhill. The reward for this quest is
300 coins.
Next he tells you to deliver a letter to Ellhrah. Telling
him you've
completed this quest gets you 150 coins. Finally, he asks
you to clear
Crag Valley. Once this has been done, you get a girdle of
strength
Watchhill (1)
Q: none
C & S: Create Thahd
O: none.
Enemies: Thahds, Fyoras, Spawner
D: South to Ellhrah's keep, West to Vakkiri, North to Crag
Valley, East
to Thorny Fen
Here you will meet your first spawner. Head to the
north, and you'll
have to make your way through thahds and a fyora or two.
In the NW
corner, you'll encounter a spawner. Spawners generate
enemies every
two turns or so (maybe 3). They are a decent place to
build up
experience, if you so desire. Once killed, the spawner
leaves a group
of gems. Search the area, killing any hostile creations
you come
across, and search the containers. You can find a good
variety of
items. In the central area of the building, you'll find a
canister
that will give you a point of Create Thahd. The rest of
this place
doesn't have too much. Seerula will assist you in your
fight, if you so
desire and have enough leadership. If she kills an enemy,
you don't
get any of the EXP, however. I generally just let her
stay.
Pentil (1)
Q: Clear a bridge, Find Shaper Records, Find source of
Vlish, Clear
Pentil gate, Destroy hidden rebels, Feed Control Four, Kill
Gnorrel,
Speak with Doge, Speak with Sholai Rebels, Destroy the
Geneforge.
C & S: Quick Action (2), Fire Shaping, Melee weapons,
Mechanics,
Leadership, Create Roamer.
O: Learned Dayna, Natley, Leader Rydell.
Enemies: None.
D: South to Pentil Woods, West to Pentil Plains, East to
Pentil East
This is the home of the Obeyer Sect. The Obeyers worship
you. To
the south, you will find Pixley, the object of one of
Coale's quests.
Pixley has a mission for you: Clear a bridge. Doing so
gets you two
pods, including a battle pod. To the SE are living
quarters, and if
you're sneaky you can steal some minor goodies. At the
outer wall,
there are chest at each of the four corners (NE, NW, SE,
SW), all with
goodies that are ripe for the stealing if you're patient
(there's a
guard that is watching you at each, but he leaves
eventually). There
are merchants in the eastern section. Learned Dayna, in
the library,
is busy saving shaper records. You can help her if you
desire, and if
you don't tell her that it's a pointless task. You get 10
coins for
each book you bring her (as well as EXP, which all quests
give if
you're a low enough level- 13 and higher only get the
coins). There are some in
the southern room of the library. In the NE you can talk
with Godwin- he wants
your help clearing out the vlish in the woods to the south.
After you kill the
spawner, return, and he will train you in Quick Action
(+2). Natley is
just west of Godwin, and provided you haven't cleared out
the gate to
the west, she will ask for your assistance in doing so.
Upon
completion, you get a shielding band, a nice magical ring.
To the NW
is Mickall Blade, who wants your help killing some rebels
in the Thorny
Woods. You can either help him (an Obeyer), or help Eko
Blade (a
Taker). The Takers give a better reward, but you also have
to kill
some friendly humans. Your choice. After completing this
quest (for
no reward), you'll get another quest to speak with a
servile named
Doge. Completing this quest will get you a pair of shaped
gauntlets.
Learned Jaffee will talk with you a lot after you've joined
the
Obeyers- he will train you in Fire Shaping, and will
instruct you in
the Sholai Language:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\
HINT: Over the course of the game, you will need to learn
the Sholai
tongue. *i on the spiderweb message boards says that you
need to learn
it 3 times in order to be able to speak it fluently. Each
sect will
teach you once, and there are other teachers around who
will increase
your knowledge of this language. The complete list may be
found at the
end of this FAQ.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\END
HINT////////////////////////////////
Finally you can speak with leader Rydell, and he will let
you join the
Obeyers if you've talked down to serviles, and do a quest:
Feed control
4. If you've killed Control 4, he will want you to kill
Gnorrel, of
the Takers. If you have enough leadership, you can get out
doing
either of these tasks. Rydell will give you advice on what
you should
do next. He recommends speaking with the Sholai Rebels
(east of Kazg).
After doing so (no reward), he recommends that you destroy
the
Geneforge. When/If you join the Obeyers, you will be given
a key. The
key gives you access to all of the areas in Pentil that are
blocked by
hard-to-unlock locks. However, if you have enough living
tools/spell
power/mechanics, you can pillage the rooms relatively
easily. Start
with Rydell's room. Breaking into his room will let you
read his books
(giving you +1 to melee and mechanics), and take his
Carnelian gloves,
which are quite useful, as they will give you some valuable
magic
skills. The guardian can use these to get the tomb spell
abilities.
Head to the SW, and unlock the door there. You can get a
canister of
leadership. Then head to the east. For some odd reason,
unlocking the
doors in this fashion voids the lock on this door. This is
Pentil's
storage room. You can take the steel shield and the
canister of create
roamer.
******END OF DEMO! TIME TO BUY THE GAME! $25 FOR MUCH FUN!
********
Freeplace (3)
Q: None.
C & S: Searer
O: None
Enemies: Ur-Glaahk, Battle Alphas.
D: South to Peaceful Vale, West to Ancient Crypt, North to
Power
Station.
If you have enough leadership (more than 6), you can come
to this
region and get a very powerful weapon that will serve you
well for a
while. Head to the NW from the southern exit. You will be
confronted
by Aitch, a Battle Alpha. If you have enough leadership,
you can tell
him that Battle Alphas are better than shapers and that you
don't need
to fight. He will calm down and let you explore freely.
Head through
the northern rooms (take anything you want from this
place), and speak
with Ell. He is next to a canister of Searer. If you have
enough leadership, you can ask him about his troubles, and
offer to
help. He will thank you and remove a column blocking a
room full of
minor treasures. There are pods and thorns in this room,
and you can
take the powerful shielding knife from the blue container.
That's
about all you can do with the Battle Alphas. You can head
to the SW
corner of the map, and you may find an Ur-Glaahk waiting
for you. Kill
it to get a Glaahk shield. The SE quad is filled with
mines. Many of
these are difficult to disarm. Fortunately, the light
green ones only
summon battle alphas. If you make it through this mine
field and then
attempt to go through the north, the area should be
cleared. There are
two pools to the north (essence and healing), this room
also contains a
dead servant mind. There is also a container to the east
that contains
two rough crystals. Rough crystals are useful in the
mines. To the
NE, you'll find a hostile servile named Zygan. He may have
just
murdered someone, I'm not sure. Regardless, you can kill
him without
problems.
Southbridge (2.5)
Q: None
C & S: Leadership, Anatomy, Create Clawbug.
O: None
Enemies: Clawbugs, Turrets, Venom turrets, Burning Turrets,
Sholai
D: West to the Tombs, East to Stone Circle
Personally, I prefer to clear Southbridge. There are
more rewards
hidden in this area. To the NW are two caskets, containing
Anatomy and
Leadership. In the west-center, you'll find a steel shield
and
gauntlets. Head to the south, and you'll have to fight
some turrets.
They may be somewhat difficult, but can be beaten.
Continue east, and
you'll be accosted by two sholai, your first contact with
humans. You
will not encounter the Sholai if you found them first at
Northbridge.
It doesn't matter how you make this discussion end, but if
you want to
avoid a fight, say the quote along the lines of "Trajkov
sent me."
They will let you pass without problem. Head to the SE to
find some
thorn bushes, then head to the north. If you walk past the
sholai
without telling them about Trajkov, they will attack you.
Head to the
north, and you'll have to make your way through some
turrets, but
eventually can get a canister of Create Clawbug if you kill
three
burning turrets. Once done with this area (provided you
haven't yet
done Northbridge), tell Pixley that you've cleared a
bridge.
Northbridge (2)
Q: None
C & S: Terror
O: Lahnee (?)
Enemies: Turrets.
D: West to East Pentil, East to Buried Cells
Clearing Northbridge is your other option. As you enter
this area,
you will see a bunch of mines. Don't attempt to cross them
yet. Head
to the NE, and you'll find a group of mines that won't hurt
you.
Continue on, and you'll find a servile name Lahnee. He
will talk with
you, and you can ask him about the mines. He'll tell you
that humans
set them up. He also says that you can use a baton that
the humans
dropped. Go to the north, and open the chest. If you have
enough
mechanics, you can repair the brown spore baton:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\
HINT: Batons are very valuable items. Using them will
explode nearby
mines if they are spore-specific to the baton. There are
three
varieties of batons: green, brown, and the very rare red.
Occasionally, if you encounter a mine, you will be informed
of its
color. Use the baton that corresponds to the mine's color.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\END
HINT////////////////////////////////
Head back out. Head to the east, and you'll find three
essence pods in
a chest. Try to avoid using the baton, as you can get
around most
mines without too much difficulty. Head south (again
avoiding the
mines rather than using the baton), and you'll encounter
some turrets.
Kill them and advance along the path. You'll find a
building with a
locked levers. Unlock them, and check the east chest for 3
swarm
crystals, and the west room for a canister of Terror. Head
back out,
then head east. You'll have to use the baton a lot to
clear this
bridge. Walking across the bridge clears it (and allows
you to report
to Pixley if you haven't done so already). Head to the
south, and
you'll have to fight more turrets. Continue further, and
you'll be
able to obtain a Chilling Band. Head to the north (if you
didn't take
care of the humans at Southbridge, you will encounter them
here). Head
north, and you can obtain another brown spore baton.
Kazg (2)
Q: Destroy Bore, Kill servant mind in Servile Warrens,
Message for
Rydell, Kill outsider rebels, Free the Thorny Woods rebels,
Kill
Ellhrah.
C & S: Create Vlish, Create Thahd, War Blessing.
O: Gnorrel, Houten.
Enemies: None
D: North to Kazg Plains, South to Kazg Ruins, East to East
Kazg.
This is the final servile settlement, and the most
volatile of the
three. Entering can be difficult, but you'll be grudgingly
welcomed.
Gnorrel is the leader here, and it would be good to speak
with her
eventually. But first, head to the NW. You'll find a
servile named
Kyazo, who is growing mines (which you have run across
during your
travels). Wait till she leaves the room and you can't see
her, then
steal the Green Spore Baton (it may take a while).
Alternatively,
there is a green baton near in the locked area behind
Gnorrel. Kyazo
will also give you a quest to kill the servant mind in the
Servile
warrens if you're a member of the Takers. Doing so will
get you a
Shaped Shield. East of Kyazo is a cook. If you are a
member of the
Takers, she will ask you to destroy Bore. Doing so gets
you nothing.
To the NE are 2 pools- a healing pool and an essence pool.
Go a bit
further south, and access the nearby area. You'll have to
use your
green spore baton, but can destroy the mines here. You'll
find a jar
of Mind Nutrients and a canister of Create Vlish further
along here.
To the SE are four merchants who have a lot of gold. One
of them sells
an ivory band. In the center of the map you'll find Poola,
who is the
friendliest servile here. She will give you hints. In the
south
central area you'll find a library which is lead by Learned
Toivo.
There are several game-critical hints here. If you are a
member of the
Takers, Toivo will teach you some of the Sholai tongue.
Alternatively,
you could just go to the SW and enter the nearby "tower."
If you have
enough leadership, you can scare off the guard, and get to
the book
further back. This will also teach you the Sholai
Language. Note,
however, that you can't learn the language from both Toivo
and his
book. You will need to find other sources. Once you are
ready, head
to the center building. Check out the jail to the south,
and speak
with Houten. Houten is an Obeyer and wants you to deliver
a message to
Rydell. Doing so does not give you a reward, but does make
the
serviles as a whole like you better. Head to the north and
speak with
Eko Blade. Be sure to get his "kill the humans" quest, as
it will make
your life easier in the area to the east. Completion of
this quest
gets you a shaped belt. He then gives you another quest-
to free the
rebels in the Thorny Woods (whom you may have already
killed). The
reward for this quest is a pair of shaped boots. Speaking
with Gnorrel
is somewhat frustrating. She will not tell you much until
you hear the
Taker story. She still won't tell you much until you kill
Ellhrah (she
gives you a quest to do this, as well). Behind Gnorrel is
a very nice
treasure room. If you can open the room, you can get a lot
of good
items. If you have joined the Takers, you can speak with
the Sholai
named Tuzenbach, who will give you an amulet that will
prevent other
Sholai from attacking you. Further to the south, you can
get a green
spore baton. To the north you can get two canisters
(Create Thahd and
War Blessing), and a lot of good items, including a steel
shield and
sword, and reaper ammo.
Outpost (3)
Q: None.
C & S: Terror.
O: Dina.
Enemies: Searing Artilas, Battle Alpha.
D: West to Crystal Burrow, East to Kazg Ruins.
As you enter this area, you can head to the north and
pillage the
many nests. There's not really anything that stands out in
them, but
some equipment never hurt anyone. Once you have taken all
you want,
head south, and you'll find the Servile Outpost (populated
by Obeyers).
You will find two pools to the SW, one for essence and the
other for
health. North of the pools is Dina, a servile in charge of
giving out
supplies. You can ask her for some if you so desire. Go
north and
talk with Doge. This completes Mickall Blade's quest.
Doge will give
you information, but little else. As you attempt to leave
this area,
you will be attacked by searing artilas and a battle alpha.
The
serviles will help you out, which may make the battle much
easier.
Once they are dead, you can head to the east, and kill all
of the
searing artilas there. After this you will find a canister
of Terror.
The artila nests have some decent equipment, too.
Otherwise, there's
not too much else to do, so you can leave this place and
perhaps go
tell Mickall Blade, if you've accepted his quest. Zotrium
has informed
me that he found an Artila Skin Tunic here on one of the
Artilas. It
is probably quite rare, but nonetheless, be on the lookout.
It's a
decent item, especially for agents.
Holding 2 (3)
Q: None.
C & S: Create Vlish, Speed.
O: None.
Enemies: Turrets, Venom Turrets, Burning Turrets,
Submission Turrets,
Charged Fyoras, Charged Thahds.
D: North to Tribal Woods, South to Refugee Cave.
It is best to enter this area from the North. Head
immediately to
the west. You will find Bore the fyora. Kill it, and
you'll get a
fyoraskin shield, and decent items from its nest. This
also completes
the Kazg Cook's quest. Head south and enter the main
building. You
it, and three doors to the south will open. Inside the
second door is
a canister of Dominate. Continue east, and try to get to
the room with
the control panel and two power spirals. You will need to
destroy the
two power spirals (or turn them off with a mechanics of
10). This will
shut off all pylons. Whew. Also around here, you can find
a room
filled with crystals, and another filled with spore
pouches. Exit to
the south. You'll come out in the docks region. You are
likely to get
attacked by clawbugs and similar ilk while out here. There
are two
bodies nearby, the mage body has the key for which you may
be looking.
Head west, and you will be attacked by several creations.
Be sure not
to let them gang up on you, or you could be destroyed.
Finally,
explore the four rooms to the north. From the west: the
westernmost
room has a bunch of grain bags. Do not check any of them
except for
the upper right back (NE). There are 8 gems in this one.
The next
room to the east has a discipline wand and other goods.
The next room
has a canister of Create Battle Alpha. Finally, the
easternmost of the
four rooms has a pylon that is guarding a few batons,
thorns, and a
pair of thrusting gauntlets (very valuable to the guardian
and agent).
That's it for here. You can kill all of the pylons in the
rooms to the
north (the neutral ones- the ones you've turned off), but
there's no
great need to do so.
Arena (4)
Q: None.
C & S: Create Vlish, Luck
O: None.
Enemies: Charged Thahds, Charged Artilas, Glaahks.
D: East to West Mines, West to Patrolled Dell.
You may either be arriving at this area from the east or
the west.
If you've been following this walkthrough, you're probably
on the east
side. Head north, and you'll find Prav, the Battle Beta.
Prav is
questioning the reasons for his existence. He can join
you, and is a
decent ally. Yell at him to make him join. Head to the
SE, you'll
find a nest with coins and minor goods. Check all nests on
this map,
you'll find a good bit of gold and goods. Go inside the
building, then
go south to get some minor items. Head to the center and
you'll find
the bodies of three Sholai. You can take a steel
breastplate, sword,
and a Sharing Belt from their bodies. To the SW (you can
exist this
level by going through the SW), you can find a rod of
succor. You'll
find a healing pool nearby as well. If you make it to the
north center
of this map, you'll find a control panel and two power
spirals. If you
plug in the spirals then use the control panel (pushing all
of the
buttons), you'll be attacked by several powerful creations.
They may
be somewhat difficult (and having Prav on your side could
help). When
killed, you can collect a reaper baton, some reapers, and a
few other
items. Head to the west, and kill the creations there. To
the north
you can get a canister of Create Vlish, and to the NNW you
can get a
canister of luck. There is an essence pool somewhere
nearby, too.
Leave this area from the opposite direction of your arrival
to clear
the map.
Junkyard (5)
Q: Clear Ghost Gate, Get Equipment.
C & S:
O: None
Enemies: Submission Vlish.
D: South to Pentil Plains, West to Dry Wastes, North to
Diarazad.
This level houses some very difficult vlish, whose
presence prevents
you from getting the quests here early. Most of the vlish
nests have a
lot of valuable minor items in them, so be sure to search
them after
you have destroyed the vlish. There are two serviles to
the NW, and
both have important quests for you. Proof will sell you
some items,
and will give you a quest to clear the ghost gate (which is
pretty far
away). Doing so gets you a nice experience award, and also
will enable
you to purchase good items from Proof. Proof has a
Fyoraskin cloak,
some Reaper ammo, a Fibrous Breastplate, a Shielding Knife,
some Tinker
Gloves, and a Shielding band. Shock is repairing a baton.
If you have
enough mechanics you can repair it for him, and then he
will give it to
you (it's a submission baton). Afterwards, ask him if he
needs any
Q: None.
C & S: Healing Craft, Create Roamer.
O: None.
Enemies: Spawners, Thahds, Artilas, Burning Turrets,
Submission
Turrets.
D: East to Kantre's Realm, West to Power Station.
This level twists about a bit, and there are several
spawner/turret
combos here. Take your time. The most useful items are
found in the
center west section of the map. Here you will find two
tombs that,
when used, will give you points in Healing Craft and in
Create Roamer.
You must have points in both of these skills before you can
get these
skills from the tombs, but this shouldn't be a problem at
this point.
To the NW you can find a set of shaper equipment, and a
green baton on
the body nearby. If you head to the east you'll find more
enemies, as
well as a brown baton to the south. There's not too much
else here.
Crossroads (4)
Q: None.
C & S: Create Glaahk.
O: None.
Enemies: Specter Shades, Guardian Specters, Sholai.
D: South to Winding Road, East to Front Gate, West to
Icewalls.
Contrary to the norm, the sholai here will be hostile if
you're
allied with the Takers. In fact, the sholai mage named
Gavrila will
steal your amulet, and you'll have to kill all of the
sholai to the NW
to get it back. If you don't have the amulet, you can
learn the Sholai
tongue from Gavrila, and all of the sholai here are
friendly. There
are some minor items in their containers and supply chests.
To the SE
you'll find an area with a lot of mines. Don't bother
exploring it
unless you don't want to be bothered by Gavrila (if you
have the amulet
and are a low level, this is a good option). Otherwise,
the only thing
to do here is to go to the SW and enter the temple. Get to
the altar,
and you can take Bhargeth's girdle. Upon doing so, you'll
be attacked
by several specters. They shouldn't be too difficult.
Exit through
the east gate to clear this level.
Icewalls (4.5)
Q: None.
C & S: Dominate.
O: None.
Enemies: Plated Bugs, Vlish, Terror Vlish, Spawners,
Sholai.
D: North to Kantre's Realm, East to Crossroads, South to
Sealed Labs,
West to West Workshop.
This is an annoying level. If you avoid it, you won't
miss out on
much. Then again, it's not all that difficult. As you
wander this
level, you will be attacked by a lot of enemies. By now
they shouldn't
be all that difficult. Probably your main goal should be
to get to the
center of the map, and kill the spawners (~5). This will
alleviate
some of your problems. One flashing spawner is especially
annoying.
All spawners are also guarded by evil green slime pools.
After you've
slain them all, check the chest for a key that will open
the door to
the west. This should also clear the level. To the NE,
you'll find a
room with dead, frozen serviles. Take the canister of
Dominate, and
search their bodies for minor equipment, and a quicksilver
chitin armor
(a decent armor for guardians, but better armor isn't all
that hard to
find). Head to the west to get to the west workshop.
You'll notice
that several doors here do not open. Although I have not
personally
verified this, if you get the baton from the west workshop,
these doors
will open and sholai will attack you. They don't have
anything all
that great, so this isn't really worth bothering with all
that much. i
do not know if they attack you if you have the Taker
Amulet.
Diarazad (5)
Q: None.
C & S: None.
O: None.
Enemies: Stealth Sholai, Burning Turrets, Submission
Turrets, Crypt
Greeters.
D: East to Peaceful Vale, West to Shaper Crypt, North to
Ancient Crypt,
South to Junkyard.
There are plenty of speedy sholai here. Be careful. If
you can hit
them before they attack, they will run away. If you can
kill them, all
the better. Unfortunately, there's not too much here in
the way of
quality equipment, nor are there any canisters. I believe
the sholai
here will attack you even if you have the Taker amulet.
This level
must be completed in order to get access to the best and
most difficult
area in the game, the shaper crypt. There is some shaper
equipment a
bit south of the west exit. Give it to the Junkyard
serviles.
Quarters (5)
Q: Slay Akkat.
C & S: Firebolt, Create Fyora.
O: None.
Enemies: Sholai, Drayks, Reapers, Akkat, Varya.
D: North to Geneforge, West to Central Labs.
As always, the Sholai here will be friendly if you have
the Taker's
amulet. Else, they'll be hostile. On this level, they
also happen to
have several Drayks, so be careful. If you have the
amulet, go to the
door and talk with Varya. She gives you a quest to off a
nearby drayk-
Akkat. Luckily, you can play them both if you have enough
leadership.
Tell Akkat that Varya wants him dead, and he will attack
her, joining
forces with you. Take note that this does NOT make the
sholai hostile-
they seem to be fed up with her nonsense as well.
Otherwise, you can
kill Akkat. He isn't too tough, and you can take his nest
items
(girdle of strength, jewelled wand, gems). You can kill
both if you
desire. There's a room here that is locked. If you have
done
Serabryakov's quest, you can open this room without
problems. Or if
you have convinced him to give you the secret, you can open
it. Or, if
you have enough intelligence, you can open the door.
Inside you'll
find ammo, minor equipment, a reaper turret, and two (weak)
canisters:
firebolt, and create fyora. One of the rooms nearby also
has a book
that will teach you the Sholai language. Probably the most
important
area here is to the NE. Head that way, and you'll see
drayks and
reaper turrets. Enter Trajkov's room. You'll find several
reaper
turrets, kill them as best you are able. You'll find
restoration
spores, a thahd skin tunic, a red spore baton (very
useful), an entry
baton (if you need one), and the damaged shaper gloves.
Finally,
you'll find the Guardian Claymore, which is a very useful
and powerful
weapon. Agents and Guardians will especially appreciate
it. Now is a
good time to head to the Geneforge.
Unsolved Mysteries:
Nest in Pentil Woods
Kantre's Realm East door.
8. EQUIPMENT GUIDE
Rings: Bonus:
Arcane Band +10 Arm, +20 Stun, +20 Acid, +6 C Arm
Chilling Band +25 Fire
Gold Ring
Ivory Band +25 Poison
Mica Band +25 Acid
Ring of Eye +50 Mind, +25 C Mind
Shaper's Boon +1 All creation Primary Stats
Shielding Band +5 Arm, +15 Stun
Silver Ring
Stabilizing Band +50 Stun, +50 C Stun
Static Band +25 Energy
Zavor's Band +1 All Primary Stats
9. HP Calculations
***
HP calculation from y0d1n2a3 on the spiderweb message
boards
I have figured out the formula for calculating Shaper's HP.
However,
it's DEADLY complicated (blame it on the game engine).
Shaper's HP formula:
Step 3:
Note:
1) If your final answer is not an integer, round down any
0.25 and
round up any 0.75.
There is an error margin of ±1 because the game sometimes
rounds 0.5 up
and sometimes rounds 0.5 down.
-----------------------------------------------------------
-
Step 1: Endurance Modifier
If 21>End>10 then:
If your endurance is an odd number, minus 1 from your
endurance.
If 31>End>20 then:
Divide your endurance by 3. If there is any remainder,
subtract your
endurance by that number.
-----------------------------------------------------------
-
Step 2: Calculate your HP
If Level=1 then:
If Level=2:
-----------------------------------------------------------
Step 3:
-----------------------------------------------------------
-
Step 4: If End<11:
-----------------------------------------------------------
-
Step 5: If 10<End<21;
***********************************************************
*
XP Calculations also by y0d1n2a3, useful for determining
how much XP you'll get
for killing a creature with a given number of creations.
Revised Test Results about XP:
For example, the game says that you get 80 experience and
you have three drayks.
You get 80*13/16=65 and EACH of your drayks get
80*13/20=52. Therefore, you get
the maximum amount of TOTAL experience if you have seven
creations.
Thanks to:
Scales on the Spiderweb message boards for multiple
hints/strategies.
Alex on the Spiderweb message boards for clues on how to
determine
Spell Points, and for discovery of the infinite living tool
bug.
Croikle on the Spiderweb message boards for a bit of sect
info.
*i on the Spiderweb message boards for language hints.
Vengeful Wise Man on the Spiderweb message boards for demo
hints.
bme on the Spiderweb message boards for arguments about
Unlock.
Zeviz on the Spiderweb message boards for arguments about
mechanics,
strategies and numerous findings. Thanks as always!
Wasteland Knight on the Spiderweb message boards for a typo
correction.
The Wanderer for multiple insights and other hints.
Delicious Vlish on the Spiderweb message boards for helpful
spell
insights.
y0d1n2a3 on the Spiderweb message boards for the successful
HP
calculation guide! Great work, wow! And for the XP
tables!
Zyrxil on the Spiderweb message boards for the dual-
quicksilver
strategy.
Zotrium on the Spiderweb message boards for finding the
Artila Skin
Tunic.
??? for several corrections.
Hellspawn007 for pointing out an error.
Dave for a few corrections.
Cjenkins for several insights on the battle creations.
GameFAQs for hosting this, and for giving it a May 2002 FAQ
of the week
award.