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Vee

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Posts posted by Vee

  1. There are some incorrect tooltips, too. Off the top of my head, the sorceress's arcane shield tooltip says the move affects all party members regardless of what rank the skill actually is. For a while I thought I just didn't have my party clustered tightly enough. :lol:

  2. 2. You get no experience and can't finish the quest even if you kill all the spies. This is a scripted quest.

     

    There is a Hand in the Hand Quarters that can tell you how to get past the barrier in the Sinkhole once you have been there, When you exit on the south side, be sure to stay away from the west zone exit otherwise the quest may not end.

     

     

    For some reason, the little chat isn't triggering even though I got the dialogue at the barrier... Hrm.

  3. I'm having trouble with resolving a couple of quests gained after Fort Foresight opens up. I have turned in an invitation but not yet begun The Final Meeting.

     

    1. The Library at Velusa - I haven't found a way through that doesn't result in teleportation. Is there some alternate access point I'm missing? Do I need Nathalie in the party?

     

    2. Spies - I'm definitely missing something here; if I approach from the west and pass the spies' camp, they spawn in behind me and immediately book it for the western map exit. I've explored both ends of the barred cave/sinkhole passage. I managed to kill all but one of the spies in one attempt, I think, but one slipped away and the quest didn't conclude. Nothing in the area seems interactive besides chests, so I guess it's not about building a barrier/blocking passage.

  4. This is a little spoilery, so if you don't want to read about a companion quest, beware!

     

     

     

    I completed Nathalie's quest at the Spiral and spoke with her back at camp. I later returned to Svar's Peninsula, and Nathalie immediately forced her way back into the party with some dialogue about investigating the library, even though that quest line was already complete. (Fort Foresight is obviously already my new home base, but I had not yet gone to the Woods or Temple zones.)

  5. So I think I broke whatever triggers the ending. I faction-hopped a bit, ending with the Takers.

     

    I wiped out Barzahl, the Radiant College, the leadership at Gheth and Medab, and the Awakened labs.

     

    I helped the Big 3 with their plans, but when Akkat used the Geneforge, I killed him, Easss, and then returned to Benari-Uss Shaping and killed Rhakkus (who apparently can run away quite quickly!). Then I killed Syros.

     

    I returned to the loyalist encampment to see if any dialogue had changed -- the leader there acknowledged Barzahl was dead, but no dialogue changed for the drayk/drakon deaths. So I returned to the Geneforge and threw in the gloves. Then I went back to the loyalist leader again -- no change.

     

    Do I need to go murder Zakary to get an ending?

  6. Somehow I figured it out. For anyone else who struggles with this section:

     

    The circular platforms are not traps. They are where new foes will show up when you trigger a spawn trap (the square tiles and various wooden platforms. Uncertain what happens if you cross green runes, did not attempt). As soon as you enter, go left and walk over those circles. Once you're in the left corner, head up. Before you step on the wood platform, maybe take a moment to buff. Physical defense is all you need. Once you step on the wood platform, golems will spawn and the floor will take on a cold effect that only disappears after several rounds. The sentinel golems are immune to cold. Wail on them without stepping on any other trap platforms excepting the one you activated to spawn them. Once they are defeated, continue north along the west wall and cross the next wooden platform. Nothing spawns! Walk over the circular platforms until you are on the northern wall. Head east, then walk straight down the middle path (crossing another platform; nothing spawns!) and claim your prize. Leave the same way you came.

     

    If you cross one of the outlined platforms in or out of combat, additional friends will join (gazers). I find them more difficult due to their array of magical attacks and the fact that they are reluctant to come within hugging distance. Consider yourself warned.

  7. Do foes have the accuracy cap, too? It feels like they don't suffer from that, but I can't be sure. I know one thing that frustrated the daylights out of me was casters "breaking the rules" on summon caps in Ornotha Ziggurat. On the last floor in the training area, there are a pair of mages who are capable of summoning at least three beasts apiece. Combined with the limited approaches to the room, I had to re-do that section six or so times before I was able to eventually succeed at bumrushing the jerks. There's another pair of mages in the dining area who do the same thing. If the enemies are subject to the same mechanical restraints as I am, then it doesn't feel too unfair. However, if they're not only stronger but adhere to completely different rules, it gets frustrating.

  8. Not sure when Townsend's extra items open up--potentially after you return from your initial encounter with the vahnatai? I visited him after retrieving the first mcguffin and earning crown clearance. Then had the option to ask if he had learned to make anything new. This opened up more crafting options. That is a necessary dialogue step before he will offer the new shininess.

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