Geneforge 1 - Mutagen Hintbook
Geneforge 1 - Mutagen Hintbook
Introduction
Chapter 1 - Introduction 1 Sucia Island is a dark,
Chapter 2 - General Advice 2 dangerous place. It is full of
treacherous Sholai, deadly
Chapter 3 - Walkthrough 3 rogues, and rebellious serviles.
Chapter 4 - Area Descriptions 7 Fortunately, you, as a Shaper,
Chapter 5 - Maps 23 have many weapons at your
disposal. One of them is this
World Map 24 book.
Chapter 6 - Special Stuff Location Guide 29
Practically all players, at some
Chapter 7 - Cheat Code Guide 30 point while playing Geneforge
1 - Mutagen, will get stuck.
This doesn’t mean they’re not smart. Every player has their own blind spots. A
puzzle that is easy to one person may be impossible for another. One person may
spot a bit of information someone else misses.
This hint book is here to help you when you, through no fault of your own, get
stuck. The purpose of Geneforge is to provide fun. Being stuck and frustrated is
not fun.
This guide has several areas, each of which can help you in a different way. Of
special interest:
The Walkthrough - A step-by-step guide to help you reach all of the different
endings of the game.
Area Guide - A description of each of the 81 sections in Geneforge 1 - Mutagen,
Technical Support: with advice for how to get through them or to finish the quests you find in them.
Should you have any questions, problems or comments, contact: Special Stuff Location Guide - A list of all of the ability canisters and other
special things in the game and where to find them.
Spiderweb Software, Inc. Cheat Code Guide - If you get stuck and need a more powerful character,
PO Box 30847 Geneforge 1 - Mutagen has secret ways to make yourself stronger.
Seattle, WA 98113
Phone: (206) 789-4438 This hint book has all the secrets necessary to help you do what you want, when
you want, and to whoever you want. Now get out there and help your people. Or
E-Mail: support@spiderwebsoftware.com
don’t. It’s up to you.
http://www.spiderwebsoftware.com
If combat is too difficult, feel free to turn the difficulty down. You can do this on
the Settings window after loading your saved game.
If something nasty blocks your way and you can’t kill it, you can always try
to run past it. Protection abilities can be very useful for this. Also, you can
almost always sneak by turrets and pylons. Look for terrain that can hide you
from these deadly obstacles. If getting hit is unavoidable, use a shielding pod
to protect yourself from the damage. Shielding pods can also help you survive
mines that you can’t disarm.
If combat is too difficult, make more creations. Creations are one of the greatest
tools available to you. Experiment with their different abilities, and don’t be
afraid to switch to different types as your needs change. Some foes are easier to
kill with artila acid. Others might be vulnerable to the stun attacks of glaahks or
battle alphas.
If you are playing a class with expensive Shaping skills, like an Agent, focus
on one class of creation (like Fire or Battle). Training Shaping skills gives your
creations levels, so don’t neglect to do this.
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Enter and leave to the north to avoid the thahd. Speak with the servant mind in
Chapter 3 - the southeast room, and ask it to inspect you and let you pass. Leave the hall to
the east.
Walkthrough
Outside this hall, you will meet your first servile, Timo. Speak with him for a
Geneforge has a very wide- while and learn of Vakkiri and Sucia Island. At one point, Timo will ask you
open plot. There are a variety why you are here. This is the first of many times the serviles will ask about your
of different goals and different feelings towards them.
paths to reach them. This
guide talks you through all Whether you act more in favor of serviles becoming free or submitting to the
of the stages of the game and Shapers’ will determine what sects you will be able to join. Feel free to role-play
discusses what choices are this as you want. Your answers will not prevent you from winning the game in
available to you and where you any of the possible ways (though they may make it easier).
should go to make your wishes
reality. When you are through talking with Timo, he will leave the area to the east.
Follow him to Vakkiri.
This guide does not provide
an exact description of every area you must go through to finish the game. The Section 2 - Visiting the Three Cities
next chapter has the descriptions of all regions. If you’re stuck in a particular
location, consult that chapter. This chapter is split into sections that guide The serviles have three cities in the less dangerous southern half of Sucia
you through the game. Lastly, Section 11 describes a long, difficult, optional Island. Your first task will be to go to these cities, learning more about what is
storyline with a variety of valuable rewards. happening on Sucia Island. The experience and equipment you gain traveling to
Pentil and Kazg will be necessary in the more difficult northern regions.
There are multiple routes to all of the important locations in the game. Some of
them require combat to progress. Other routes require training in non-combat You will also, if you are careful, learn of Trajkov and the Geneforge, and you
(Leadership, Mechanics, Stealth) skills. can decide which servile sect (if any) you would like to support.
Section 1 - The Introduction In Vakkiri, explore and speak with people. Learn of the serviles, their sects, and
their wars. Do quests to gain experience and rewards. Then go to Ellhrah’s Keep
When you begin the game, you are an untrained apprentice, abandoned and and talk to Ellhrah. (The quests you can get here are described in detail in the
alone on a ruined dock. The first two sections (Crumbling Docks and Abandoned next chapter.) Learn more about the Awakened. Then go east to Pentil.
Vale) are tutorials, designed to help you learn the game and get your first few
abilities. Walk east and enter the first structure you find. Get the Firebolt canister If your character is skilled in combat, the best route to Pentil is probably through
and the key in the cabinet in the back room. the Thorny Fen and Pentil Woods. The non-combat route goes through the Hills
of Jars and the Pentil Plains.
Keep moving through the region. After you speak with the shade, your key will
unlock the door that blocks your way. Explore more, picking up all of the armor In Pentil, find Rydell and learn all about the Obeyers. There are numerous quests
and weapons you find, and leave the region to the north. You will be in the available to you here and plenty of places to gain experience. Also, if you speak
Abandoned Vale. with Dayna, she will tell you how there is lots of useful information hidden in
Kazg.
In the Abandoned Vale, there will be a Shaping hall immediately to the north.
Enter it and use the Create Fyora and Heal canisters. These abilities will be very The journey to Kazg is a difficult one, as the route is blocked by two guarded
important for your survival. bridges. If you prefer combat, take the south route. Go through The Tombs and
cross the river at Southbridge. Speak with the Sholai and kill them if necessary.
Continue through the region until you reach the quarantine hall to the north. Go through the Stone Circle, Crystal Burrow, Servile Outpost, and Kazg Ruins
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to reach Kazg. If you prefer to use non-combat skills, take the north route, been doing. Also be sure to have Masha teach you some of the Sholai tongue.
through Pentil East to Northbridge. Then go through the Buried Cells, Quiet Talk to Masha and she will give you a scroll of introduction to Astrov, who is
Marshes, and Kazg Plains. hidden in the Wooded Valley.
During these journeys, you will hopefully learn something of Trajkov and the Go to the Wooded Valley and speak with Astrov. You will learn a lot more about
Geneforge. Talk to everyone that you meet. If you don’t learn anything during the Sholai and how to reach the research halls to the northeast.
your journey, you will learn all you need to know from the Sholai in sections 3
or 4. To speak with Astrov, you may need to learn more of the Sholai tongue. Consult
the Special Stuff Location Guide chapter for the places where you can learn
Kazg is a very hostile city, but its leader, Gnorrel, has uses for you. Speak the Sholai language. (You should have learned some of it from Masha.) At this
with her and learn about the Takers. Also talk to Houten, a prisoner in one of point, it is time to start thinking about your ultimate goal and how you might
Gnorrel’s cells. He tells you about some Sholai rebels hiding to the east. They bring it about. Proceed to Section 5.
have useful information (Houten is one of a number of people who will tell you
about them). Section 4 - Meeting the Rebel Sholai, pro-Taker
Somehow, you will also want to enter Toivo’s home, in the southwest corner In Kazg, Eko Blade, one of the Taker warriors, asks you to kill some rebel
of the city. One of his cabinets contains old Shaper records that detail the Sholai in the caves to the east. He will help you join the Takers if you do. If you
approximate locations of several of the game’s important items. agree to kill the rebel Sholai for the Takers, go to the Refugee Cave through East
Kazg, find the Sholai, and kill them. This may be a tough fight.
At this point, you have explored a good deal of the island and learned a lot about
what is going on. At last, the time has come to make some decisions about the Use Masha’s key (in the crystal box near where you found her) to explore her
path you are going to take. chambers. Searching the eastern case in her chambers teaches you more of the
Sholai tongue. You can also, if you want to, go to the Eastern Docks to get the
If you wish to reject Gnorrel’s offer and use or destroy the Geneforge, you must key to the locked sea chest.
learn more about it and the people who control it, the Sholai. Go to section 3. If
Gnorrel’s offer intrigues you and you wish to ally yourself with the Takers, go to Once the deed is done, return to Gnorrel, join the Takers (you can also go west
Section 4. If this whole situation scares you and you just want to flee the island, and kill Ellhrah for Gnorrel to join the Takers), and get her amulet. Visit Toivo
go to Section 10. and speak with him until he teaches you some of the Sholai tongue. You are now
ready to meet Trajkov. Go to Section 8.
Section 3 - Meeting the Rebel Sholai, anti-Taker
To speak with Trajkov, you may need to learn more of the Sholai tongue.
The rebel Sholai, led by Masha, are in the Refugee Cave. If you prefer combat, Consult the Special Stuff Location Guide chapter for the places where you can
go there through East Kazg (this route will probably make the Takers mad at you learn the Sholai language.
which, in the long run, is not a big problem). If you prefer non-combat skills, go
through the Tribal Woods and Holding Two. In the Refugee Cave, find and speak Section 5 - Crossing the River
with Masha (as always, if you have trouble, look at the specific area descriptions
and maps in later chapters). Hopefully, you have read the papers in Toivo’s chambers in Kazg and learned
something of the entry baton and the control rod. If you spoke with Astrov, you
She tells you that she has a case full of valuable information, but it is magically got some hints for how to cross the river to the northeast corner of the island.
locked and she lacks the key. The key is at the Eastern Docks. If you prefer Whatever you want to do now, you will need to reach the research halls and the
combat, go there through the Dock Ruins. If you prefer stealth and use of Geneforge, and to do that, you have to get over the river.
Mechanics skill, leave the Refugee Cave to the east.
You could cross at the Guarded Bridge or the Patrol Bridge. Unfortunately, they
The key is on a body at the docks at the southeast corner. Take it back to Masha are very, very well guarded, and only the best groups have a chance of surviving
and unlock the box next to her. Learn a lot about the Sholai and what they have
4
that fight. Fortunately, there are two other routes across the river. 10).
The best route for most characters is through the Power Station, Kantre’s Realm, Section 7 - Destroying the Geneforge
and the Hill. There are ways through these zones for either combat-heavy groups
or Shapers with lots of non-combat skills (see the chapter with the individual The Obeyers and the Shapers would both be much happier, overall, if the
area descriptions for more details). Geneforge was destroyed. To destroy it, however, you need the control rod. This
can be found in the South Workshop.
To enter the research halls, you will need an entry baton. Groups who are very
strong and combat-ready can go through Icewalls and get the baton in the West The easiest way to reach the South Workshop is probably by going to Kantre’s
Workshop. Groups who can’t handle those fights will need to go through the Realm, running south through Icewalls to the Sealed Lab, and then going east.
Underground River, the Eastern Mines, and the Mine Core. They can then find
an entry baton in the North Mines. The control rod is in a storeroom guarded by the vengeful shade Corata. The
next chapter goes into much more detail about how to get through the Sealed
Once you have an entry baton, you can slip into the research halls through The Lab.
West Gate. The Front Gate is another option, but it is crawling with powerful
Sholai and probably would be too difficult a fight. Once you have the rod, go to the Geneforge and kill Trajkov (for more
information on this journey, look at Section 6). Enter the Geneforge chamber.
Before you enter the research halls, though, you will need one more piece of Use the control rod on each of the four power spirals around the central pool.
equipment. If you want to use the Geneforge, go to section 6. If you want to Then use the Geneforge and choose to destroy it.
destroy it, go to Section 7.
At last, you can leave the island. Go to Section 10.
Section 6 - Using the Geneforge
Section 8 - Helping Trajkov
Thanks to the friendly Sholai, you should have learned that Trajkov needs a pair
of special gloves to use the Geneforge. Unfortunately, another Shaper, named Once you join the Takers, you will be given an amulet and told to go meet
Goettsch, stole them. You will need to reach Goettsch. This difficult task is Trajkov. Go north and cross the Guarded Bridge. On the way, talk to all of the
described in Section 9. Sholai you meet and search their quarters. You can find valuable information.
Also, during the journey, try to find a gray and a green spore baton in the Sholai
When you have the Shaping Gloves, proceed through The Vats and the Central barracks.
Labs. If you prefer combat, go through either the Holding Cells or the Quarters.
If you rely on non-combat skills, go through the Holding Cells. Go to The Go north through the Patrolled Dell and the Winding Road to the Crossroads. If
Geneforge. you are good at Mechanics, thread your way through the forest in the southeast
corner of the area. Otherwise, walk through the center. A Sholai rebel named
Speak with Trajkov. He will try to convince you to join him. You can accept his Gavrila will speak with you and steal your amulet. Since you need that amulet to
offer. In this case, jump to Section 8. Since you have the Shaping Gloves, you survive, you need to get it back. It’s in a box at the northwest corner of the area
will be able to make him happy very quickly. (more information on this and clever ways through it is in the next chapter).
Otherwise, kill Trajkov. The description of The Geneforge in the next chapter When you have the amulet back, use the spore batons to clear the mines at the
gives several ways to do this. Once the deed is done, read the book next to northeast corner of the area and go to The Front Gate. Proceed through the gate
where Trajkov was standing. Go to the Geneforge, use it, and select skimming and the Central Labs to the Quarters.
your fingers over the surface of the pool while wearing the gloves.
At the north end of the Quarters, a Sholai named Loga Kau will tell you to kill
Spend some time wandering the island and enjoying your newfound power. Akkat the drayk. You can either kill Akkat or, if your enough ste
When you are ready, you can either destroy the Geneforge to keep anyone else is high enough, convince the drayk to kill Loga Kau. Either way, go north to The
from gaining its power (go to the next section) or leave the island (go to Section
5
Geneforge.
Your options for getting to the docks are described in the next chapter. Once you
Speak with Trajkov and hear his story. Read the book next to him, speak with reach the boat, you can leave Sucia Island for good and learn the results of your
him again, and tell him the truth about its contents. He will ask you to get the actions (or lack thereof).
Shaping Gloves from Goettsch. Do so (this is explained in Section 9).
Once you have the gloves, give them to Trajkov. Follow him to the Geneforge Section 11 - The Tale of the Ascended
and watch him use it.
Geneforge also contains a long, optional story about several unfortunate,
If you want a pleasing challenge, kill Trajkov now and take the gloves. horribly mutated serviles called the Ascended. To learn more, go to the Inutile
Otherwise, it is time to leave the island and claim your reward. Go to Section 10. Village. You can enter it from the north, but you will have to fight a bunch of
guards. You can also use non-combat skills to enter it from the west through
Section 9 - Reaching Goettsch Ellhrah’s Keep. Talk to Swan in the keep to find out how to get in.
If you ever need a pair of Shaping Gloves, you will need to enter the dry wastes Do a quest for Brea Dawn to get the key to the eastern gate. Go east to the
and find Goettsch. Goettsch is a Shaper who was captured and brought to the Ascended Labs.
island by Trajkov. He is also, unfortunately, not nice.
In the labs, meet Ascended Sessina and learn the beginning of the sad tale of the
Goettsch lives in the Great Temple. If you prefer lots of combat, take the western Ascended. Complete a quest for him and kill the cockatrice. (Learn more about
route there (through the Western Wastes, Valley of the Wind, and the Spirit’s this in the next chapter.) The cockatrice will give you a feather. Sessina will then
City). If you want to rely on non-combat skills, take the northern route (through tell you how to find the other Ascended.
the Ancient Crypt, Drayk’s Vale, and The Sentinels).
At this point, you can learn how to Shape a cockatrice. However, without more
Once in the Great Temple, you will be greeted by a battle gamma. If you want to knowledge, the cockatrices you make will be very hard to control.
speak with Goettsch, follow it. Otherwise, the Shaping Gloves are hidden in the
northwest corner of the temple (which is described in detail in the next chapter). Before you leave, talk to Valyra. She will give you two powerful Shaper
artifacts, a bracer and a glove. However, to fully charge them, they need to be
If you speak with Goettsch, you will need to prove yourself to him by ridding dipped in four pools. You can find these pools in the Pentil Woods, the Crystal
him of two groups of Sholai raiders. The first group is in the Dry Wastes. Burrow, the Central Labs, and Diarazad. Each pool can only be used to improve
You can kill them or use Leadership to get them to leave. When you return to one of the two items.
Goettsch, you can use Leadership to convince him to let you skip the next quest.
Otherwise, go to The Sentinels to kill the Sholai there. Return to Goettsch to The next chapter in the story is in Barrens Research, in the deserts to the north.
help him kill the last assassins. This is a much more dangerous area. When you enter, your cockatrice feather
will keep the guards there from attacking you.
Goettsch will then offer to give you a pair of false Shaping Gloves which, if you
have a high enough Leadership skill, can be used to kill Trajkov. Otherwise, if Speak with Ascended Alonzo and Mind Swanwick to learn more of their
you want the Shaping loves, you will have to sneak in, steal them, and escape. story. Alonzo asks you to destroy Oroboros, the third of the Ascended. Mind
Swanwick enlists you to help it finish creating the cockatrice at last. These
Section 10 - Departing Sucia Island optional, difficult quests (described in the next chapter) will give you valuable
treasures and the ability to make stable cockatrices.
Once you have done all you deem necessary on Sucia Island, go to the Guarded
Docks (at the east edge of the island). You will need gray and green spore batons
(the Sholai in the Icy Tunnels have some if you are out), shielding pods, or lots
of health to pass the mines. The Essence Shield spell can also protect you from
the mines.
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You can’t join the Awakened here. Instead, they will send you to their leader in
Chapter 4 - Area Descriptions Ellhrah’s Keep.
This section lists all of the 81 areas in Geneforge 1 - Mutagen. You can find how Quests:
best to get through them, what quests are available there, how to complete them, Search Ruined School - Learned Pinner, in Vakkiri, asks you to speak to the
and what interesting secrets can be found. servant mind in the Ruined School. The mind is named Povralus, and it is in the
northwest corner of the library. The key you need to reach it is in Rawbone’s lair
To find the area you are in, look at the world map (in Chapter 5). The number of nearby. Talk to Povralus and hear everything he has to say.
each section is given there. Use that number to find your area in this list. Clear Watchhill - Khobar asks you to find the source of the hordes of rogue
creations in Watchhill. There is a spawner in the caves in the northwest corner of
This hint book contains detailed maps for some of the more important areas. All Watchhill. Kill it to finish this quest.
of the maps are in the next chapter. Important spots inside the mapped areas are Message for Ellhrah - Khobar gives you a message to take to Ellhrah, the
labeled with letters. leader of the Awakened. Ellhrah lives in Ellhrah’s Keep, to the southeast. Speak
with him and you will be given the option to deliver the message.
Many of the areas are cleared by entering or crossing them. If there is a special Clear Crag Valley - Khobar asks you to find the source of the hordes of rogue
clearing condition, it is noted below. creations in Crag Valley and eliminate it. The spawner in Crag Valley is in the
ruins at the northwest corner. Kill it to complete the quest.
Find Spy in Vakkiri - Sencia thinks there is a Taker spy hiding in the town. She
Area 1 - Crumbling Docks
wants to know who it is. It is Nabb. He’s in the northeast corner. You can turn
The introductory area. The rooms east of where you start contain a Firebolt
him in, though you might not want to. He has a different mission for you.
canister and a key. Use the canister to be able to open the door to the east. When
Kill Ellhrah - Nabb asks you to kill Ellhrah, the leader of the Awakened. This
you continue down the path, a shade will talk to you. There is a locked door just
will enable you to join the Takers. Ellhrah lives in Ellhrah’s Keep.
past it. The key enables you to pull a lever in a nearby room, which unlocks the
Eliminate the Bandits - Brodus Blade asks you to eliminate some bandits north
door.
of the town. The bandit leader stops you when you enter the Bandit Woods.
You can kill them. Alternately, if your Leadership is high enough, you can offer
Later on, the jars and the ruined inn contain other useful items. Finally, you can
to get Brodus Blade to give them food in return for peace. If you go get her to
leave to the north.
agree and then tell the bandit leader about it, the quest is completed.
Find Pixley - Coale wants you to ask Pixley if they could resume trade. Pixley
Area 2 - Abandoned Vale is in Pentil.
The Shaping hall to the south contains Heal and Create Fyora canisters, as well Find Arth - Coale wants you to ask Arth if they could resume trade. Arth is in a
as essence and healing pools. In the middle of the area are a few weak fyoras, building at the north end of Kazg Ruins.
which should be easy to kill. You can also use Leadership skill to convince them Find Stolen Knife - Someone stole a knife from Inerny, a chef in Vakkiri. Lietz
to leave you alone. took the knife. She’s by the fire at the southeast corner. You can get her to admit
her crime if your Leadership skill is high enough.
In the quarantine hall to the north, walk around the crazed thahd (or kill it) and Open Ham’s Box - Ham has an old Shaper chest he can’t get open. If your
speak with the servant mind in the southeast corner. Ask it to inspect you and let Mechanics skill is high enough, opening it is easy, especially if you have a living
you by, and it will open the door to the exit from the area. tool.
Items of note: Thorn Baton.
Area 4 - Bandit Woods
The eastern half of this area is controlled by Ghurk and his bandits. They are
Area 3 - Vakkiri the focus of a quest given by Brodus Blade in Vakkiri. If Ghurk finds you, you
This is the home of the Awakened and the source of a variety of useful quests. can pay him off, fight his bandits, or use Leadership skill to get him to leave you
Unless you have angered the Awakened, you will be able to explore and speak alone. You can attack the bandit camp in the northeast corner, but if you do, the
with people at will. There are also several shops. bandits will hunt you down.
7
The west half of the area is full of low-level fyora and thahds. They can be There are items, a discipline wand and a skill canister, at C, but, if you aren’t in
hunted for easy experience. the Awakened, you will have to sneak past the guard at D (or use Leadership to
convince him to leave you alone). If you watch from a safe distance, you can
Items of note: Coated Cloak. sneak by when he goes to take a nap at F.
To clear: Kill or make peace with the bandits.
To leave the keep through the passage at F, you need to use Leadership skill to
Area 5 - Ruined School get Swan to let you through.
A large ruin. Many rogues circle the outer hallways. There are several locked
doors. The key to them can be found in a box in Rawbone’s lair, in the northwest There is some servant mind food in the room at G.
corner of the area. If the Rawbone fight is too difficult, you can go into combat
mode just outside of his lair and send one character in to lure the thahd out to Quests:
your ambush. Destroy Control Four - Ellhrah gives you this quest if you want to join the
Awakened. Control Four is a servant mind in the center of the Spiral Burrow
There are several skill canisters and a servant mind named Povralus, who (described below).
gives some hints about what happened on Sucia Island. Povralus is in the far Reveal Spy - If you speak with Ting, you can find out that she is a servile spy. If
northwest corner, and you need Rawbone’s key to reach it. you want, you can give her up to Ellhrah.
Items of note: Student’s Belt, Venom Baton. Items of note: Discipline Wand.
To clear: Talk to Povralus.
Area 9 - Spiral Burrow
Area 6 - Watchhill The burrow is patrolled by four groups of roamers. Each pack lives in a corner
This area is full of low-level rogues (fyoras and thahds), all created by a and sends out single roamers on patrol. If a roamer sees you, it will run back to
spawner in the caves in the northwest corner. You can kill the rogues with brute alert its pack. If you kill it quickly, it won’t be able to sound the alarm. If you
force. You can also, if your Leadership is high enough, convince Seerula to get attacked by too many roamers, flee the burrow and come back later.
come with you and help you kill the rogues. This makes defeating the spawner
much easier. Seerula’s home is near the east edge of the region. There is a vlish called Warp in the center of the burrow. It has the ability to
charm your creations, so you may wish to leave them outside and fight it on
Items of note: Heavy Boots, Gauntlets. your own. If you have high Leadership, when you speak with Warp you can
To clear: Slay the spawner. unnerve it and make it weaker. In the room past Warp, you will find the servant
mind Control Four.
Area 7 - Crag Valley
This area contains a lot of rogues, all made by the spawner in the ruins in the If you are killing it for Ellhrah, just talk to it and tell it to shut down. If you are
northwest corner. You can enter the ruins from the east to kill it directly. You can restoring it for Rydell, speak with it and choose to feed it some nutrient goo (the
also, if you have enough Mechanics skill, sneak into the west entrance of the locations of all of the food canisters are in Chapter 6).
ruins, use the power spiral there, and run. The spiral will explode, destroying the
wall and killing the spawner. Items of note: Vlish Skin Tunic.
Items of note: Vat Boots, Roamertooth Band. Area 10 - Hills of Jars (Map is in next chapter.)
To clear: Slay the spawner. The Hills of Jars is one of the first sections to require stealth and Mechanics
skill. If you have no Mechanics skill, you should probably avoid this place.
Area 8 - Ellhrah’s Keep (Map is in next chapter.) The southern rooms are full of mines. You can deactivate the mines by using the
This is the home of Ellhrah, leader of the Awakened (at A on the map). If you spore boxes at A, B, C, and D.
want to join them, you can do so here (if your Leadership isn’t high enough, you
need to do a quest first). There are also several places to shop at B. The core of the complex contains numerous turrets, which will probably be too
8
dangerous for you when you first get here. You can turn off the turrets by using Tale of the Ascended - Enter the caves to the north at C. There are groups of
the spore boxes at G or H. The rooms marked E are filled with skill canisters and rogues inside. You can either kill them or hide from them in the side passages.
good loot. There is a servant mind at F who can give you valuable information The cockatrice is at D. If you fight it, it will call battle alphas from E to help
and turn off any defenses which are still active. There is also servant mind food it fight. If you sneak past the cockatrice and approach the alphas and your
in a nearby cabinet. Leadership is high enough, you can take control of them. They will then attack
the cockatrice for you.
To clear: Get the servant mind to turn off all of the defenses or walk from the
west gate to the south gate and then to the east gate. Items of note: Feisty Slap Glove, Helix Bracer, Dante’s Guile.
Quests: There is a spawner hidden in the building in the southwest corner of the area.
The Inutile Bandits - The bandits are in the northeast corner of the area. You You will need to pick a lock to get to it. Killing it finishes a quest in Pentil.
can either fight them or use high Leadership skill to convince them to submit. There is a skill canister in the small building at the northeast corner. The mines
protecting it will explode when creations are nearby, giving you a way to disarm
Items of Note: Warded Robe, Clawbug Carapace. them without harm to you.
Area 13 - Ascended Labs (Map is in next chapter.) Items of note: Fyoraskin Cloak, Grounded Tunic, Vat Chitin.
This is a hidden laboratory, used for research into new creations. Before Sucia
Island was abandoned, work took place here to make a new creation called a Area 16 - Pentil
cockatrice. This area is described in detail in section 11 of the previous chapter. Pentil is one of the three servile towns on Sucia Island. It is the home of the
When you enter, you will have to fight or sneak around a band of creations at A. Obeyers, a sect that worships the Shapers. As long as you are not a Taker, you
Ascended Sessina is at B on the map. He can give you the beginning of a long will be welcomed here.
quest to learn about the Ascended and complete the invention of the cockatrice.
When you kill the cockatrice for Sessina, Valyra will give you your rewards. Rydell, the leader of the Obeyers, is in the large hall at the center of the town.
Climb the stairs at F to get the cockatrice canister and two powerful artifacts. If you speak with him and do a quest (or have high enough Leadership skill)
the Obeyers will help you and you will be given the key to the rooms north of
Quests: Rydell’s hall.
9
You should also speak with Dayna. She tells you that some valuable old Shaper woods to the east are filled with spawners and rogues. If you try to leave along
records are owned by Toivo, a sage in Kazg. the eastern path without killing the spawners, you will be repeatedly attacked.
If you speak with Garnet and have enough Leadership, you can convince him
If you speak with Pixley, she tells you where you can find out what happened to to help you kill the spawners. He and his warriors will walk from spawner to
the boat that attacked you. Unfortunately, it sank, so you won’t be able to use it spawner. If you follow them, you can help them fight.
to escape.
Items of note: Girdle of Insight.
Quests: To clear: Slay all three spawners.
Feed Control Four - Complete this quest to join the Obeyers. Control Four
lives in the Spiral Burrow. See that section for more information. If you have Area 18 - Thorny Woods (Map is in next chapter.)
already killed Control Four, you will need to do the next quest to join the Most of this area is a thick forest, filled with mines and traps. All of the mines
Obeyers. here will be triggered when your main character gets close. However, if you use
Slay Gnorrel - This is the backup quest for joining the Obeyers. Gnorrel is the the trap quickly and your Mechanics is high enough, you can deactivate it.
leader of the Takers, in Kazg. You can kill her to get Rydell to let you join. There is a band of Takers hidden at A. You can kill them to finish a quest in
Contact Hidden Outsiders - When you join the Obeyers, Rydell asks you to Pentil. Alternately, you can kill Demel (at B) and her fyoras and speak with
make contact with a band of humans who are besieged east of Kazg. They live Ezog (the leader of the rebels) to finish a quest in Kazg. If you enter the Taker
in the Refugee Cave, and their leader is Masha. This quest is fully described in lair without killing Demel, the Takers will attack you.
Chapter 3.
Destroy Hidden Rebels - Mickall Blade, the leader of the guard, asks you to The key to Ezog’s treasure room (at C) is hidden in a jar in his lair (at D).
destroy the band of rogue Takers hiding in the Thorny Woods. See that section
for more information. Area 19 - The Tombs
Contact Outpost - If you complete the previous quest, Mickall Blade asks The pyroroamers in this area explode when you kill them. To attack one, back
you to make contact with a band of serviles to the east. They are in the Servile away a bit and use a missile weapon or spell.
Outpost (three areas east of Southbridge). Go there, talk to Doge and Dina, and
return to complete the quest. There is an embalming hall in the southwest corner of the area. There is a key
Find Shaper Records - Dayna asks you to return Shaper Records to her. Shaper in a case in the back room. If you get the key, the doors of the many crypts in
records can be found in many areas of Sucia Island, and each one returned nets the area will open when you approach. Each crypt contains a trap mine. If you
some money and experience. If you tell Dayna that she shouldn’t be collecting use a mine quickly and your Mechanics is high enough, it will be disarmed.
old Shaper records, she will stop buying them. Otherwise, it will make a thahd shade. If you use the intact coffins in the tombs,
Find Source of Vlish - Godwin asks you to find and destroy the source of the your magical skills can increase. Each coffin improves a different magical skill,
vlish in Pentil Woods. They are being created by the spawner in a building in the but they can only improve skills you haven’t trained.
southwest corner of that section. Kill it to complete the quest.
Clear Pentil Gate - Natley asks you to kill the rogues at the gate in the Pentil If you walk to the shore at the southwest corner of the area, you will see the
Plains. You can’t get this quest if you have already cleared the gate. See that wreck of the ship that attacked you.
section for more information.
Clear a Bridge - Pixley offers you a reward if you clear the obstacles There is a servile named Hiley hiding in an underground lair here. The stairs
blocking one of the two bridges to the east. The bridges are in Northbridge and down are in the southeast corner of the area.
Southbridge. Cross one of them to complete the quest. See those sections for
more information. Quests:
The Dark Shades - Once Hiley gives you the quest, go upstairs and head west.
Items of note: Iron Breastplate, Steel Sword, Girdle of Strength, Chilling Band, Use the altar in the middle of the stone circle. Kill the shades that appear, and
Shaped Gauntlets. then return to Hiley.
The caves at the northeast corner contain a skill canister and a box with Items of note: Specter Boots.
information on the Sholai.
Area 25 - Crystal Burrow
To Clear: Cross the bridge. The main path through this area is blocked by a lot of mines. There is a maze
of tunnels nearby. You can use a spore box inside the tunnels (in the northwest
Area 22 - Buried Cells (Map is in next chapter.) corner) to deactivate the mines.
There is a shop at A, run by a servile named Buron. If you want to enter his back
room, the key is hidden in a potted plant at B. There are blue crystals inside the tunnels. If you get close to one, it flashes and
a thahd will come out and attack you. If you never get close to the crystals and
If you try to pass through the cells, you can turn off the mines using spore boxes don’t enter any passage with bones at the entrance, you can avoid the thahds
at C, D, and E (if your Mechanics is high enough). entirely.
The locked cells at the locations marked G can be opened up by speaking with Items of note: Shaped Belt.
the servant mind at F (you will need to feed it).
Area 26 - Servile Outpost
Quests: The most important feature of this area is the small servile settlement. After
Get Spray Baton - Buron asks you to bring him a spray baton for breeding entering and speaking with Doge and Dina, the outpost is attacked. You can help
purposes. There are several spray batons in the game, including one at H. To get the serviles fight, though they might win on their own.
to it, you need to ask the servant mind at F to open the doors.
If you speak with Doge, he can tell you about the Geneforge.
11
hall outside. You can sneak through when the guard is at C.
Items of note: Artila Skin Tunic, Shaped Boots.
There are numerous shops in the hall at D. In the cell at E, there is an Obeyer
Area 27 - Kazg Ruins prisoner. If you haven’t learned about them already, he tells you about the rebel
This area is patrolled by groups of fyora and warrior serviles. If you have been Sholai hiding to the east.
welcomed by Kazg, they will not attack you. There is a warrior named Rosen at
the gate to the north. Speak with him to get permission to enter Kazg. If you navigate your way down the mined passage that begins at F, you can find
a skill canister and a jar of servant mind food.
There are several locked doors in this area. They can be opened by levers in
nearby buildings. When you join the Takers, you can go through the door at G. On the other side,
there is a Sholai who tells you how to reach Trajkov. There are also several
To clear: Peacefully make contact with Kazg. treasures.
Some valuable records are hidden in the tower at B. You can learn where the Area 30 - Servile Warren
control rod and entry batons are hidden. However, there is a guard patrolling the This warren is full of rogue creations, created by a servant mind called Control
Three in the northeast corner. The creations live in packs in the rooms in the
12
corner. They send out patrols. When one of them meets you, it runs back to get In the building to the northeast, you can buy access to three different skill
help. If you are overwhelmed, flee the area and return later. canisters. The building to the northwest is full of insane serviles with magical
abilities. You can’t speak with them.
A servile near the entrance asks you to restore Control Three. Killing Control
Three is a quest in Kazg. When you reach Control Three, you can’t talk with it The ruin to the south has several skill canisters. You can open the doors to them
until you deactivate the three power spirals surrounding it. Once this is done, by using the control panel.
you can either feed it nutrient goo to restore it or tell it to deactivate itself.
Items of note: Ring of the Eye.
Quests:
Restore Control Three - A servile near the entrance asks you to restore Control Area 34 - Holding Two (Map is in next chapter.)
Three. You can do this by feeding it (Chapter 6 has a list of all of the locations of This is one of the routes to the Refugee Caves, best used by characters with high
servant mind food). Mechanics. The passages contain several clusters of mines surrounding crystals.
You need to use the crystals quickly to keep the mines from exploding.
Items of note: Slowing Shiv.
To clear: Feed or destroy the servant mind. The long gallery in the middle of the area has many turrets in it. You can avoid
them, though, by running across at A, B, C, and D. (High Stealth helps.) You can
Area 31 - Tribal Woods also deactivate the turrets by using the spore boxes at F, G, H, and I.
At the south end of this area, there is a glade with four creation spawners. It can
be a difficult fight. If you have troubles, rush in, kill a spawner or two, return The rogue creation Bore (for a quest in Kazg) can be found by descending
home to rest, and then come back to kill the others. There is a key on one of the through the trapdoor at E.
bodies in the glade. It opens the doors to the buildings in the center of the area.
There is a tribe of barbaric serviles to the north. If your Leadership is too low, There is a case with servant mind food at J. There is also a servant mind which
they will attack you. If it is high enough or you have killed the spawners, you can tell you about the Geneforge and, if your Leadership is high enough, open
can convince them to let you enter their village. There are some nice items there. some of the doors.
Items of note: Draykskin Jerkin, Mica Band. Items of note: Reaper Baton, Fyoraskin Shield, Girdle of Nimbleness.
To clear: Kill all of the spawners or make peace with the tribe.
Area 35 - Refugee Cave (Map is in next chapter.)
Area 32 - Icy Tunnels Masha and her rebel Sholai can be found here. She provides valuable
The eastern exit of this area is guarded by a band of Sholai. If your Leadership information, and killing her is a quest if you want to join the Takers. You can
is high enough or Trajkov has given you permission to pass, you can pass them read about this is sections 3 and 4 of Chapter 3.
without a fight.
Masha is at A. The locked sea chest is at B. There is also a case there with the
Most of the south half of this area is a network of tunnels guarded by specters. key to the door at C. There are numerous pylons guarding the south entrance,
At the southeast corner of the tunnels, there are two sarcophagi that give you but, if you enter the caves far enough, the Sholai deactivate them. Running past
rewards when you open them. the turrets and reaching the entryway at E is the easiest way to deal with them.
Masha asks you to go to the Eastern Docks to get a key. If you are better at
Items of note: Gray Spore Baton, Green Spore Baton, Fibrous Shield. combat, go to the Dock Ruins. If you are better at Mechanics, go through the
corridor at D.
Area 33 - Eastern Kazg
The eastern exit from this area is guarded by Taker warriors. If you try to pass Quests:
this way and you have not been given the quest to destroy the Sholai rebels, they Recover Sea Chest Key - Masha asks you to recover a key from the docks at
will attack you. the southeast corner of the island. Read more about this in the description of the
Eastern Docks.
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Contact Astrov - Once you have done the previous quest, Masha gives you a The Purging - Agent Arixy wants you to purge the leaders of all of the servile
scroll and asks you to find Astrov, another rebel Sholai. Read more about this in factions. This quest is entirely optional. It is not very difficult, though it might
the description of the Wooded Valley. make it harder to deal with Trajkov.
If you climb the stairs at K, you will find several Shapers who are stranded on There is a servant mind at H that can sell you several valuable items.
this island. They have several quests for you.
Items of note: Guardian Cloak, Living Knife, Dodging Boots.
Quests: To clear: Lower the bridge.
Yu-La’s Treasures - Yu-La can be found in Barrens Research. To enter there
safely, read Section 11 in the previous chapter. She will give you a vial to bring Area 40 - Eastern Mines (Map is in next chapter.)
back to Thrackerzod. Then the Shaper will send you back to her to get a sword. This is one of the four sections of the massive Sucia Island mines. The area is
You can use the sword to destroy three canisters you don’t need. When the filled with hostile pylons, which can be turned off in the Mine Core.
sword is fully charged, you can bring it to Thrackerzod (or keep it).
14
You can find many rough crystals in the mines. There is a machine at A that
can process rough crystals into items. Use the machine and, if you have enough Area 42 - North Mines
rough crystals, you will be given the option of putting them inside. Then pull the This is one of the four sections of the massive Sucia Island mines. The area is
lever in the next room, and an item will be spit onto the ground by the machine. filled with hostile pylons, which can be turned off by the servant mind in the
Don’t deactivate the power spirals, or the machine will stop working. Mine Core. There is a machine at which you can process rough crystals into
items by the west edge of the area. To learn more about it, read the section on
If the pylons are still active (as they will be when you first arrive), you must the Eastern Mines.
either fight them (difficult), run past them (dangerous), or sneak through the
mine without them ever seeing you. If you have a few points of Stealth, you can The pylons and burning floors in this area will be active unless you shut them off
sneak through the area by going to the spots marked B on the map. in the Mine Core. Without doing so, this area is very dangerous.
Items of note: Reflecting Shield. There is a large cave in the north half of this area. It is patrolled by two huge
To clear: All 4 mine sections are cleared by walking in at one end (Eastern or battle alphas. You can use stealth to avoid them or, if your Leadership is high
Western Mines), walking out at the other end, and turning off the defenses in the enough, you can convince them that you belong there.
Mine Core.
There is a storeroom in the middle of the north edge of the area. There is an
Entry Baton (necessary to enter the main research halls for most characters) in
Area 41 - Mine Core (Map is in next chapter.) the case in the storeroom.
This is the central section of the Sucia Island mines. The defense systems for the
mines are controlled here. Items of note: Danette’s Cloak, Shaped Blade (made by crystal processing
machine).
To control the mine defenses, get to the servant mind at A. To activate it, you To clear: See Area 40.
either need mind nutrients or high Leadership.
You can sneak to this servant mind by picking the difficult lock at B. You can Area 43 - Western Mines
also reach the mind by deactivating the pylons. Walk to C. There are four power This is one of the four sections of the massive Sucia Island mines. The area is
spirals that control the central pylon banks. They are at the locations marked D filled with hostile pylons, which can be turned off by the servant mind in the
E, F, and G on the maps. Deactivating these spirals turns off the central pylons, Mine Core. There is a machine that can process rough crystals into items. To
and each set you deactivate enables you to reach the next power spiral. Then you learn more about it, read the section on the Eastern Mines.
can reach the servant mind.
The pylons and burning floors in this area will be active unless you shut them off
There are healing and energy pools at H, but, to use them, you need to activate in the Mine Core. Without doing so, this area is very dangerous.
the power spirals at I.
There are also clusters of mines surrounding triggering crystals. If your
There are packs of glaahks at the locations marked J so, if you fear them, be Mechanics is high enough and you use the crystals quickly, you can disarm the
wary around those areas. mines. The exit to the mines is at the west end, through some old barracks. There
are some fyoras there but you can avoid a fight if you run through quickly.
When you reach the servant mind, you can tell it to deactivate all of the defenses
in this area. It can also deactivate the defenses in the mine sections to the east, Items of note: Leaded Shield.
west, and north. When you move to a different section of the mines, return and To clear: See Area 40.
talk to this servant mind.
Area 44 - The Arena
Items of note: Tinker’s Gloves. The arena is a winding ruin filled with hostile creations. There are many locked
To clear: See Area 40. cells, all controlled from a control panel in the northern half of the arena
building. Some of the cells contain skill canisters.
15
If there are too many creations here and your Leadership is high enough, there is beta. Go to the pathway through the woods in the northwest corner of the area
a confused battle beta in the northeast corner of the area. You can convince it to and an opening will appear. The beta is at the end of the path.
help you. It will follow you around and attack anything that bothers you.
Items of note: Symbiotic Cloak, Augment Vestment.
Items of note: Oozing Belt. To clear: Kill most of the Sholai guards or have Gnorrel’s amulet.
Items of note: Shielding Knife, Specter Gloves. Finally, if you have a high Mechanics skill, you can activate the two spirals
To clear: Kill most of the Sholai guards or have Gnorrel’s amulet. marked F on the map. This turns on the pylons in Corata’s chamber, killing him
in a spectacular fashion.
Area 47 - Winding Road
A long, curving road runs north to south through this area. Numerous Sholai Quests:
patrol it. If you got Gnorrel’s amulet in Kazg, you won’t be attacked. However, Slay Corata - There is an insane servant mind at G on the map. If your
if you stay a safe distance from the road, you won’t be seen. Leadership is high enough, he gives you a quest to kill Corata. The reward for
doing so is very good.
If you have the amulet, you can speak with the Sholai. One of them tells you to
get the spore baton in their quarters. Items of note: Shaper Robe, Quicksilver Chain, Stability Belt.
There is a small shrine of servile cultists in the woods to the east. They will Area 49 - Sealed Lab
always attack you. There is some treasure in their shrine. Also, there are two You can just walk down the road through this area, although there is a large
friendly serviles (Flig and Znaf) in the southwest corner of the area. Sholai patrol that walks along the northern roadway. If you can’t defeat them,
you can just run past them.
Quests:
Kill Wounded Beta - Flig asks you to track down and kill a wounded battle There is also a large dungeon full of dangerous undead. You can enter it if you
16
have an Entry Baton or high Mechanics skill. There are also some good items spore baton.
inside.
At F, there are a lot of mines. You can trigger these mines by using a green spore
Zavor is a powerful Shaper shade in the west half of the dungeon. If you baton (there is one in Northbridge).
deactivate all of the power spirals around it, it dies.
Finally, there is a haunted shrine at G. If you want a challenging fight, take the
Tek is a Guardian shade in the crypts in the southeast corner. It will always item on the altar.
summon a drayk to help it fight. If you kill the drayk, Tek will make another, so
ignore the drayk or use mental magic to neutralize it. Items of note: Bhargeth’s Girdle.
To clear: Cross the area and leave through the east gate.
Items of note: Tek’s Spectral Dirk, Zavor’s Band.
Area 52 - West Workshop (Map is in next chapter.)
Area 50 - Icewalls The West Workshop contains one of the two Entry Batons on Sucia Island, a
This is a very dangerous, combat-heavy area. You will be constantly harassed by very useful item. Unfortunately, this complex also contains numerous dangerous
vlish and clawbugs until you clear out the spawners at the center. If you are not battles. Upon entry, you will be attacked by waves of cryodrayks. When they are
good at combat, you may just want to run through. all dead, you are free to explore.
If you want to enter the West Workshop (there is an Entry Baton there, identical You will occasionally take cold damage as you explore. To turn off the cold,
to the one in the mines), you need a key. It’s in the center of the area, in a box enter the central chamber at A and deactivate all of the power spirals. You will
behind all of the spawners. take extra cold damage while you do this, so have lots of healing (or Essence
Shields) handy. Once the cold spirals are off, the door at B will open for you.
The best way to defeat this area is by quickly getting to the center, killing one or You can speak with the servant mind at C. You can use Leadership to command
two of the spawners, flee the area to heal up, and repeat until the spawners are the mind to open up the storerooms, enabling you to reach some nice items.
gone. You can also run past the spawners, grab the key, and run out.
The entry baton is in a case at D. When you get it and leave, you will encounter
There are two buildings with locked doors. They will open for you if you trigger Trajkov’s shade, who commands you to destroy it. If you break it, you will need
the Sholai attack inside the West Workshop. to get the entry baton in the Northern Mines. If your Leadership is high enough,
you can trick the shade into leaving you alone. Otherwise, a flood of Sholai
Items of note: Quicksilver Chitin warriors will enter the area and approach where you are, walking around the
To clear: Kill all five spawners. outside edge of the area. If you turned off the cold, you can quickly head straight
east and walk through the door at B to evade all of the Sholai.
Area 51 - Crossroads (Map is in next chapter.)
If you are a Taker going to see Trajkov, you will probably need to pass through Items of note: Transference Robe, Vampiric Lance.
this area. At A on the map, a Sholai named Gavrila will approach, talk to you, To clear: Turn off the cold and look inside the Entry Baton case.
and steal Gnorrel’s amulet. If you kill him before he reaches you, he won’t get
the amulet. Area 53 - Peaceful Vale
There are a few rogues in this area. However, the most useful characters are
He hides the amulet in the box at B. You can pass the guards to the north by Learned Darian (in the northwest corner) and the drayk Syros (in the southeast
walking along the south edge of the glade at C. If your Mechanics skill is high corner).
enough, you can pass through the door at D. Otherwise, you will need to fight
the Sholai. Darian tells you valuable things about the servile sects. In addition, he can, one
time only, change your faction so that a sect you choose will accept you. This is
If your Mechanics is high enough, you can also reach the east gate by walking useful if the serviles don’t like the answers to questions they have asked you.
through the woods at E. You can safely detonate the mines here with a gray Syros will give you valuable items or canisters if you let him drain your skill
17
points. There are several locked doors in this area. The key is in the Power Core.
Area 55 - Freeplace As you climb the hill, artila will spawn at the northeast corner and hunt you
There are two routes through this area. First, you can go through the center, down. They stop appearing when you have passed through the area.
where you will encounter a battle alpha named Aitch. If you defeat him in If you have high Mechanics skill and some living tools, you can avoid the battles
battle, you can pass through safely. If your Leadership is high enough, you can by unlocking the levers and moving through the tunnels. It is possible to avoid
convince him to let you by. You can then enter the battle alpha’s lair. If you all of the fights.
speak with Ell and your Leadership is high enough, you can teach him how to
look after his lair. In return, he opens up the blocked off area in the middle of the Items of note: Charge Vestment, Green Spore Baton.
lair. To clear: Clear a path from one end of the valley to the other, either by
unlocking doors or killing turrets and spawners.
You can also pass through Freeplace by going through the woods in the
southeast corner. When you get close to the mines, they are triggered. You have Area 58 - Kantre’s Realm (Map is in next chapter.)
a little time to use the mine to disarm it. When you enter, a servile named Fwee at A approaches and speaks with you. If
your Leadership is high enough, you can convince it to make the rogues in this
The servile in the ruins in the northeast corner will attack you no matter what. area non-hostile.
Items of note: Grounding Vest, Glaahk Shield. To reach the research halls, you need to go through the door at B. If your
To clear: Kill Aitch or walk through the woods in the southeast corner. Mechanics is high enough, you can pick the lock. Otherwise, you need to speak
with the insane servant mind Kantre (at C). If your Leadership is high enough,
Area 56 - Power Station you can convince Kantre that it should help you. It opens the doors at B and D.
It is very easy to walk through this area quickly. If you linger, multiple charged Otherwise, you need to anger Kantre. It creates a group of creations to fight.
fyoras will hunt you down. To make the fyoras stop spawning, kill Gyah-Ki the This kills Kantre, and you can get the key out of the case next to it. This key
drayk. To reach Gyah-Ki, go to the southwest corner of the area and then head unlocks the door at B.
east.
There is no way to unlock the door at E.
There is a servant mind named Gallus Meg in the station ruins. If you feed it, it
gives you a quest (below). Items of note: Charmed Plate.
To clear: Either get Kantre to destroy itself (by making creations to attack you)
18
or agree to help you.
Area 62 - The Vats (Map is in next chapter.)
This section of the main research halls is full of hostile rogues and poison vats.
Area 59 - Power Core Unless you get through The Front Gate, to reach Trajkov and the Geneforge, you
This area has several large halls, circling around a central core. Entering the must pass through here.
center causes you to take massive damage.
There are two routes through. You can go through the control corridor starting
The halls are full of shades. When you damage them, they flee to the next room, at A, which runs along the south and east edges of the area. You need high
eventually making a last stand in the final chamber. Mechanics skill to enter this area and deactivate the traps along the way.
The storerooms off of the power chambers contain three control crystals, which You can also walk through the vat area (starting at B). The pools hurt you if you
are used for a quest in the Power Station. One of the storerooms also contains a get too close to them, and there are several groups of roaming glaahks. If you are
key which unlocks several doors in the Power Core and the Power Station. One careful and patient, it is possible to walk through without the glaahk seeing you.
of the rooms (just north of the center) contains machinery which continuously Stay away from D, or you will take lots of damage.
spawns shades. You can deactivate this either by speaking with Gallus Meg (in
the Power Station) or deactivating all four power spirals. There is a servant mind named Karalta at the southeast corner of the area. You
can tell it to kill itself for a quest in the Central Labs. You can also ask it to turn
Items of note: Guardian Claymore, Quicksilver Boots. off the poison gas, making this area easier to cross.
To clear: Kill all of the shades and deactivate the shade spawner.
Items of note: Vat chitin, vat boots, shaped boots, mica band.
Area 60 - The Front Gate To clear: Tell Karalfa to turn off the poison gas in the air.
This is the front entrance to the research halls. It is extremely well-guarded. If
you have Gnorrel’s amulet, you can walk right through here. You can speak with Area 63 - Central Labs (Map is in next chapter.)
the Sholai on the way. This is the central area of the main research complex. It is heavily guarded and
has all of the Sholai’s most valuable research.
If you don’t have the amulet, you have to fight an extremely difficult battle to
enter the halls. You would probably be better off finding an Entry Baton and If you have Gnorrel’s amulet, you can just speak with people and walk through.
entering through The West Gate. You should probably exit to the east. The area to the north is well-guarded. To
open the door at A, you need to pull the second lever at B.
To clear: Pass through the gate alive.
If you don’t have Gnorrel’s amulet, you need to fight or sneak your way through.
Area 61 - The West Gate There are many guards at C, and they send frequent patrols out. The moment a
This region is patrolled by several augmented stealth Sholai. They run up to guard sees you, it runs back and alerts the entire complex.
you, snipe at you, and flee when they are wounded. Each can also summon two
groups of creations to defend it. They are not much of a problem if you run If you have high Stealth, you can sneak through the area without a fight by going
through this area quickly, but they are difficult to kill. You can try to keep them through the door at D. You will enter several storerooms full of hostile pylons.
from fleeing with terror or stun, or you can surround them with creations so that You need to run through quickly and leave the area at E.
you can still get in a few more attacks after they flee.
If you kill the guards, on the other hand, you can leave to the north or east.
The gate into the research halls is at the northeast corner. You must have gotten You can learn a lot about Shaper research and the Geneforge at F and G.
an Entry Baton from the Northern Mines or the West Workshop to enter. Use the
control panel near the gate to open the doors. Quests:
Kill Mind In Vats - If you have Gnorrel’s amulet, Serabryakov asks you to kill
Items of note: Shaped Breastplate. the servant mind in The Vats. When you reach the mind and speak with it, you
can ask it to deactivate itself.
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Items of note: Shining Shield, Shaper’s Boon. information) and use the control panel at P. The panel can open up the healing
pool at Q.
Area 64 - Research Quarters (Map is in next chapter.)
This is where the Sholai sleep when they aren’t busy perverting Shaper Items of note: Agent’s Shelter.
technology. There are a lot of soldiers and drayks here. You can also find To clear: Deactivate all of the defenses in the vents or kill most of the rogues.
Trajkov’s quarters and several useful items.
Area 66 - The Geneforge (Map is in next chapter.)
If you have Gnorrel’s amulet, you can just pass through. However, to get At last, you are at the Geneforge, the most powerful and dangerous Shaper
through the door at A, you must do a quest for Loga Kau (who is standing invention on Sucia Island (if not anywhere). However, before you can do
next to the door). She wants you to kill Akkat, a drayk at B, although, if your anything with it, you must deal with Trajkov. He is at A.
Leadership is high enough, you can convince Akkat to kill Loga Kau, at which
point the door opens. If you don’t have Gnorrel’s amulet, you have to fight your Trajkov speaks with you when you approach. He will tell you his story and try to
way through. Akkat will be friendly to you. get you to join him. If you do, he gives you a copy of the amulet that gives you
safe passage through Sholai lands and asks you to recover the Shaping Gloves
Trajkov’s quarters are at C. If you can get past the turrets, you can find an Entry from Goettsch. He asks the same thing of you if you are already a Taker. The
Baton (if you don’t already have one) and an interesting book at D. Even better, rest of what you need to know for this path is in chapter 3.
there is a pair of damaged Shaping Gloves at E. These can be useful in The
Geneforge. If you, on the other hand, want to do something with the Geneforge, you need
to get through the door at B. It only opens if Trajkov dies or opens it himself.
Quests: Killing Trajkov is difficult, but some things will help:
Kill Akkat - Described above.
i. There is a powerful rogue creation at C. If you have enough Leadership, you
To clear: Kill Loga Kau or pass through safely with Gnorrel’s amulet. can convince it to attack Trajkov’s forces.
ii. If your Leadership is high enough, you can convince Trajkov to send his
Area 65 - Holding Cells (Map is in next chapter.) bodyguards away.
If the Sholai are hostile to you, this is probably the easiest route to the iii. If you have the damaged Shaping Gloves from Trajkov’s quarters (in the
Geneforge. It is still very well defended, unfortunately. Research Quarters) and your Leadership and Mechanics are high enough, you
can convince him to use them. Follow him to the Geneforge and watch him kill
If you are skilled at combat, walk down the passage at A. You will have to kill himself.
many rogue creations to get through here. When the rogues get wounded, they iv. If you find Goettsch, he gives you a pair of fake Shaping Gloves. If your
will flee down the corridor to be healed, so you should focus on killing wounded Leadership is high enough, you can convince Trajkov to use them. Follow him
enemies before they escape. They eventually gather for a final battle at B. To get to the Geneforge and watch him kill himself.
through the doors marked C, you need high Mechanics or the key in the cabinet v. Just use brute force. Powerful creations. Pods, spores, rods. And a bit of luck.
at D. You will have to kill a pylon (or block its attacks with creations) to reach Once you have killed Trajkov, the Geneforge is at D. You can destroy it or use it.
the key. Once you’re through that door, the path to the Geneforge is clear. The power spirals that fuel it are marked as E on the map. The rest of what you
need to know is in chapter 3.
If you prefer to use Stealth and Mechanics, go through the door marked E. There
are lots of pylons in these vents, but you can turn them off by using the spore To clear: Use the Geneforge, destroy it, or help Trajkov use it.
boxes at F, G, and H. The dead servile at I has another copy of the key that opens
the C doors. Then, in the corridors with the burning floors, pull the levers at J, K, Area 67 - Dry Wastes
and L (in that order). Finally, the levers at M and N deactivate the final burning The combat-heavy path to Goettsch’s temple begins here. This area is mostly
floors, and you can leave to the east. populated with nasty clawbugs. There are several hunter clawbugs that like to
track you down. When they are wounded, they flee to a healing pylon in the
Whatever route you take, be sure to speak to Danette’s Shade at O (for useful caves in the northeast corner. The pylon can be killed, which makes it much
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easier to destroy the hunters.
Items of note: Yu-La’s Aura Bands, Purifying Blade.
The Sholai camp just wants to be left alone, but Goettsch will eventually ask you
to get rid of them. Area 70 - Barrens Bunker (Map is in next chapter.)
This area contains two difficult encounters: Ascended Oroboros (who Alonzo
Items of note: Specter Robe. wants you to kill) and the cockatrice test (for Mind Swanwick).
To clear: Kill three hunter clawbugs and the Support Pylon in the northeast
cave. Powerful rogues patrol out to A on the map. If you are good at fighting, battle
your way through the caves at B. If you rely on non-combat skills, unlock the
Area 68 - The Junkyard doors at C. Use the spore boxes at D, then, E, then F to disarm the mines.
This relatively tranquil zone contains several vlish. They aren’t difficult to Oroboros is at G. You can attack her directly, though the fight is challenging.
evade. Alternately, if your Leadership is high enough, you can convince her to follow
you. Lead her to H. If your Mechanics is high, you can use the controls there to
There is also a servile shop called The Junkyard. The serviles here, named Shock incinerate her. Run away before her drayk and glaahks can hunt you down.
and Proof, have some goods for sale and two quests.
If you are completing the cockatrice for Mind Swanwick, go down the stairs at I.
Quests: Then gather your group in the magic circle to the northeast. You will be attacked
Find Equipment - Shock will give you money and experience for Shaper by several waves of cockatrices. Kill them while staying close to the circle.
Equipment. Lots of this can be found in ruins everywhere. Return to Swanwick when it tells you to.
Clear Ghost Gate - Proof asks you to kill all the ghosts at the gate into the
ancient ruins. The gate is at the north end of Valley of the Wind. Items of note: Aura Vestment.
To enter this fort without being attacked, you need to have the cockatrice feather There are several stealth Sholai patrolling this area. If you damage them a bit,
from the Ascended Labs. Once inside, you can trade with Yu-La (who sells some they run away. They are very hard to kill. Consider just running through the
powerful, unique items). Speak with Ascended Alonzo to learn his sad tale. If area, only fighting the Sholai to get them to flee before you advance. You can
you agree to kill Oroboros for Alonzo, he will give you the key to the Barrens also use haste effects to try to do enough damage in a single round to kill a
Bunker. Sholai before it flees.
You can also speak with Mind Swanwick to learn about its quest to finish the To clear: Kill three stealth Sholai and open the door at the west edge of the area.
cockatrice. It gives you two quests. The reward for each quest is a canister that
teaches you how to make cockatrices. When you have used three cockatrice Area 72 - Western Wastes
canisters, the cockatrices you make will not be unstable anymore. This area has multiple spawners, each of which creates high level clawbugs. The
exit is a narrow pathway out at the northwest corner.
Quests:
Cockatrice Research - To get Mind Swanwick its tablets, go to the Research Some of the spawners are protected by Support Pylons, which are weaker than
Quarters. Search the three chests marked F on the map. The tablets will be in the normal pylons. If you can kill them, they won’t respawn later. You can destroy
last chest you search. When the tablets are returned, Mind Swanwick asks you one of them, retreat to rest, and then return to fight the enemy survivors.
to test some cockatrices. This quest is described in the section on the Barrens
Bunker. There is a book by the south edge of the area that provides interesting
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information about the ruins ahead. Several pylons in this area have large gems attached. If you steal a gem, all of
the ghosts in the area will attack you.
Items of note: Reaper Charm.
To clear: Kill all of the spawners. Items of note: Charmed Falchion, Bracers of the Hammer, Fiery Ruby.
To clear: Pay off Rhakkus or kill all of the hostile drayks.
Area 73 - Valley of the Wind
This combat-heavy zone has two regions. The south half is full of wind walkers. Area 76 - Spirit’s City
These creatures move very fast and are hard to kill. However, they frequently You can pass through this area easily if you don’t steal anything from the ruins
have a hard time seeing you. If you have Stealth skill and are careful, you can or try to enter the large temple to the west. There is a large pack of creations at
sneak past them. the north exit to fight, however.
The north gate, on the other hand, is full of hostile ghosts. There are only a few If you want to enter the western temple, you need to perform a difficult task. In
at the entrance, but the ghosts inside pour out when the guards are attacked. many areas of the Dry Wastes, you can find pylons which you have the option
Fortunately, they are only replaced slowly. You can kill a few of them, flee the of touching. You need to go to the pylon in the Drayk’s Vale, touch it, and then
area to heal up, and return to kill the rest. proceed clockwise through all of the Dry Wastes zones, finding and touching the
pylons in each (through areas 75, 74, 71, 68, 67, 72, and 73, in that order). Enter
Items of note: Arcane Band, Protection Icon. the temple and touch the final pylon just inside, and you can enter freely. If you
To clear: Kill the ghosts at the gate. talk to the shade at the altar and explore the room to the northeast, you will learn
valuable bits of Shaper history. If you explore the other rooms, you will find
Area 74 - Ancient Crypt (Map is in next chapter.) good items and a big fight.
This is the beginning of the route to Goettsch’s temple that depends on non-
combat skills. Items of note: Crystalline Plate.
The crypt is heavily trapped and, without strong Mechanics, it is difficult to get Area 77 - The Sentinels
through it. The caves at A, B, C, and D are filled with crystals. If you get close If you enter from the east and go south, you will find a pack of rogue ornks. If
to a crystal and don’t disarm it (by using it) within a second, all of the mines and you take the gloves from their altar, you will get into a big fight.
turrets in the area become active. It is possible to disarm all of the crystals, but
you have to be quick. The main path through this area is blocked by three sentinel shades. If your
Leadership is high enough, you will be able to convince them to let you pass.
The tunnels at E have several ghost patrols. If you are careful, you can evade Otherwise, you must either fight each shade or allow it to drain some of one of
them. The ruins at F have several ghosts, but you can evade them if you have your abilities.
Stealth skill and walk straight up the center.
Leadership alone won’t allow you to pass the final shade, Heustess. It insists
Items of note: Girdle of Leadership. that you kill Goettsch. Accepting this quest makes it more difficult to deal with
To clear: Walk through the trapped ruins. Goettsch when you reach him.
Area 75 - Drayk’s Vale If your Mechanics is high enough, you can get through this area by disarming
When you enter this area, multiple drayks start to hunt you. A drayk called the traps in the corridor around the south edge of the ruin.
Rhakkus also approaches you. If your Leadership is adequate and you pay it a
large fee, it will keep its drayks from attacking you. Quests:
Slay Goettsch - Heustess asks you to slay Goettsch and gives you a magic
There is a servile named Halm hiding in the southeast corner. For a fee, he will marking. If you accept this quest, unless your Leadership is extremely high, you
increase your Leadership. won’t be able to convince Goettsch to speak with you.
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Items of note: Ornkskin Gauntlets. spiky silver orb. One of these is dropped by a thahd that spawns by a nest in the
To clear: Pass all the sentinels or safely get through the trapped corridor. middle of the Western Wastes. Go there and approach the nest, occasionally, and
eventually you will find this thahd.
Area 78 - The Great Temple (Map is in next chapter.)
When you enter this area, a battle gamma approaches you and offers to lead you The other orb can be found in the Drayk’s Vale. There is a trash pile with thahd
to Goettsch. If you accept and follow it, it goes through the safe rooms (marked tracks around it by the south edge of the area. A thahd will occasionally appear
A, B, and C) to Goettsch (at D). there and walk north. Kill it to get the second orb.
Before Goettsch will deal with you, he gives you two quests to hunt Sholai who Items of note: Agent Robe, Guardian Cloak, Spellstone.
are hunting him. You can skip the second part of the quest if your Leadership
is high enough. When these Sholai are no longer a threat and you return to Area 80 - Inner Crypt
Goettsch, some Sholai will attack. When these are dead, Goettsch will make his This area is like the Shaper Crypt, but harder. There are several very dangerous
offers to you. encounters that drop very good items.
Goettsch will try to get you to help him kill Trajkov and give you a very useful Items of note: Danette’s Girdle, Blade Token, Stasis Shield.
item (the fake Shaping Gloves). If your Leadership is high enough, you can To clear: Kill Danette’s Shade.
convince Goettsch to let you roam the complex freely.
Area 81 - Guarded Docks
If you want to use the Geneforge, you will need the real Shaping Gloves, which This area contains an extremely valuable treasure: the boat off of the island. It is,
are in a box at E. You can get to them by either killing the guardians at F or unfortunately, guarded by both Sholai and large minefields.
disarming the traps at G. If you take the gloves, the entire complex becomes
hostile. All of the mines near the entrance to the area can be disarmed with gray or green
spore batons (both can be found in the Icy Tunnels just to the west). The boat is
Quests: inside the well-guarded fort to the east. You can reach the boat by:
Slay Trajkov - Goettsch wants you to kill Trajkov. He promises you great power
if you help him, but he is lying. i. Killing the guards.
Goettsch’s Hunters - The first group of Sholai is in the southwest corner of the ii. Using a red spore baton to disarm the mines in the woods to the southeast and
Dry Wastes. You can use high Leadership to convince the Sholai to flee. The entering the fort through the back.
second group of Sholai is in the northwest corner of The Sentinels. Go down the iii. Feeding the servant mind in the ruins to the northwest and asking it to
stairs there and go southwest to talk to the Sholai wizard. These Sholai must be distract the Sholai guards. It can, one time, get them to leave the fort and run to
fought. the ruins. You can take advantage of this opportunity to slip around them and
reach the boat.
Items of note: Red Spore Baton, Quicksilver Plate.
To clear: Kill Goettsch. Once you are on the boat, you can depart Sucia Island and receive your final
reward.
Area 79 - Shaper Crypt
This area and the next area are extra bonus dungeons, full of extremely
dangerous monsters and very good treasures. If you have a really good character,
you can bring it here to get high level experience.
Chapter 5 - Maps
There is a servant mind near the entrance. If you feed it, it can turn off the
hostile pylons for you. These are detailed maps to some of the more important areas discussed in the
previous two chapters.
To pass through the door to the Inner Crypt, you need a spiky steel orb and a
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World Map
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25
26
27
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Battle Alpha - South Workshop, Freeplace, The West Gate, Central Labs.
Chapter 6 - Artila - Ruined School, Pentil Woods, Wooded Valley, Peaceful Vale.
Vlish - Crystal Burrow, Kazg, Holding Two, Underground River.
Special Stuff Glaahk - North Mines, Power Station, Central Labs, Diarazad.
Cockatrice - Ascended Labs, Barrens Research.
Location Guide
Servant Mind Nutrient Canisters
Ability-giving canisters and There are numerous servant minds on Sucia Island which can help you if you
other items of value are hidden feed them canisters of nutrient goo. You can find these canisters in Ellhrah’s
throughout Geneforge. This Keep, the Hills of Jars, Holding Two, Kazg, the Holding Cells, and the South
section gives hints for where to Workshop.
look.
The Sholai Tongue
Spell Canisters To communicate with the more important Sholai, you need to learn their
All of the magical abilities language. Some people are easier to talk to than others. You may need multiple
are gained by using the skill lessons to, say, speak with Astrov or Trajkov. Here are the places where you can:
canisters scattered throughout
the game. They can be found at the following locations: Pentil - If you are an Obeyer, Jaffee can teach you.
Pentil East - If you are Awakened, Sorkin can teach you.
Firebolt - Crumbling Docks, Thorny Woods, Eastern Kazg, Central Labs. Kazg - If you are a Taker, Toivo can teach you, or read the book in Toivo’s
Searer - Ruined School, Spiral Burrow, Peaceful Vale, Holding Cells. tower.
Essence Lances - Buried Cells, Kazg Ruins, Eastern Docks. Refugee Caves - Help Masha, or read the book in her chambers.
Airshock - Western Mines, Crossroads, The Vats. Patrolled Dell - The book in the Sholai quarters.
Daze - Bandit Woods, Servile Outpost, Dock Ruins, Research Quarters. Winding Road - Znaf can teach you if you pay him.
Wrack - Crag Valley, Thorny Fen, North Mines, Guarded Docks. Crossroads - Gavrila can teach you.
Terror - Northbridge, Kazg, Eastern Docks, Kantre’s Realm. Research Quarters - A book in the quarters.
Dominate - Winding Road, Sealed Lab, Western Wastes.
War Blessing - Vakkiri, The Tombs, Holding Two, Research Quarters.
Protection - Crag Valley, Crystal Burrow, Mine Core, The Arena.
Speed - Buried Cells, Kazg, Tribal Woods.
Mass Energize - Servile Warren, West Workshop, The Front Gate.
Heal - Abandoned Vale, Hills of Jars, Eastern Kazg, Icewalls.
Cure Affliction - Ellhrah’s Keep, Pentil Plains, Wooded Valley, Peaceful Vale.
Essence Shield - Kazg Ruins, Servile Warren, Dry Wastes.
Mass Restore - South Workshop, Power Station, Kantre’s Realm.
Creation Canisters
The canisters that help you make various creations can be found at the following
locations:
Note that using cheat codes in a saved game will prevent you from getting most
medals/achievements.
You can use a cheat code by opening the file menu in the game and selecting
“Enter Cheat Code.” Enter the codes below for quick, satisfying results: