-
Posts
6,157 -
Joined
-
Last visited
Never
Content Type
Gallery
Downloads
Store
Events
Profiles
Forums
Blogs
Posts posted by Ephesos
-
-
This is... confusing? Yes, that's the word I'm looking for... could you explain your methods a little better? And maybe make the list a bit more coherent?
-
This is... confusing? Yes, that's the word I'm looking for... could you explain your methods a little better? And maybe make the list a bit more coherent?
-
Was there actually anything behind the aforementioned door? I can't seem to remember there being anything useful at all.
EDIT: Oh, I must've been thinking of the doors above the Tower of Magi ruins...
-
Quote:Originally written by Dikiyoba:
You can always murder someone if no one sees you do it, can't you?
Dikiyoba. -
I wondered why this topic had returned...
But really, there are just two things from your list that made it directly to A4: Area spells and improved lock-picking systems. Regrettably, there are actually fewer spells in A4 than A3, but there are far fewer useless ones. On the plus side, Unlock Doors is finally more difficult to use than straight-up Tool Use (but combining the two is insane...).
Honestly, 90% of that list was entirely too far-fetched for inclusion in A4.
EDIT: Well, yes, some monsters can do the strange attacks you spoke of.
-
Quote:Originally written by Tyranicus:
Could someone please tell me how exactly FYT should be used? An example would be nice, even though I'll just make the same mistake again.
(Sorry, but you did ask for an example. Though in a less critical sense, FYT would be applicable to this:)Quote:Originally written by Parapsychosis:
—Alorael, who can barely bear to step into a new outdoor section if there's any unexplored blue left. -
Okay, so if you've removed Rentar from her fortress west of Fort Remote, then you should've been told by Starrus to speak with Rone about getting to the Spire Fortress.
Rone should tell you to speak with Vidrain in Fort Avernum, who will calibrate the portal to launch you over thataway.
-
Quote:Originally written by Dikiyoba:
The only point in continuing to play is to finish any side quests or find any final loot. -
Quote:Originally written by Tyranicus:
I'm not sure how helpful this will be, but I compiled a list of all the side quests in Avernum 1 a while back. I just posted it online here. Thanks to Aran for his webspace. -
Why did you revive a two-month old topic to say that you have something to say, but won't say it?!
The insanity! It burns!!!
-
Quote:Originally written by Kelandon:
Heck, R-I in A3 was more fun for me. It's a matter of personal preference, I guess. -
Okay, I think that you need to speak with an imp who's in the Trash Pits, in the far northwest corner of the fortress. If you've already spoken to that imp, then you should just be able to approach the weak section of wall and get a dialogue box allowing you to tear down the wall.
EDIT: Of course, this assumes that you're in the right place. Is this the fortress that Grah-Hoth fled to after you freed him?
-
So, have you talked to the imps yet? They'll point you in the right direction...
(I assume you mean Grah-Hoth's final fortress)
-
Yes, the trial-and-error segment of the Rentar-Ihrno fight involving the crystals was a nice touch, though it seemed rather annoying at first. If you know what to do already (or make a lucky guess the first time), then you're in for a much easier fight.
-
Yes, the atmosphere of the final Rentar fight was appropriately creepy. It's just too bad that her "army" was just two undead vahnatai, which spoiled the effect a bit. The fight was incredibly straightforward, as I just hacked her apart with a few intense volleys of spells, only deviating to fire the occasional arrow at an energy sphere.
Straightforward doesn't have to be bad, though... I personally loved the Grah-Hoth battle in A1, because he wasn't über-shielded, and he did an insane amount of damage to you. That made you strategize for what starts off looking like a simple fight (well, simple for a room full of demons).
Dorikas was appropriately difficult, though the whole "forget the plot, he should be dead now" thing. Fear was never used all that well until A4, and this was a good example. If your party was terrorized right after he summoned allies, you had to do quite a bit of catching up the second you came out of it. The setting of the Dorikas fight, however, was a bit of a letdown. It probably would've been better if he'd made for the portal sooner, and not stopped to fight you quite as long. (That'd even take care of those situations where he's standing there with 0 hp and glaring at you)
-
Quote:Originally written by jimmythesaint:
Also, when I go to leave the fort and get to where the field of pylons were every time i move it activates combat, even though there are no enemies and i can just click right out of it. Very annoying.
That area seems to be very buggy. -
If I recall correctly, the crystal you're looking for is in a locked cabinet in the northwest corner of the top floor of the mine.
-
Which town? What gate? What have you done, and haven't you done?
-
(Major Spoilers)
1. Uh... the ones you've completed always tell you where the next one is. There's the one by Grindstone, one north of Formello, one northeast of Fort Dranlon, one southwest of Almaria, one above the city ruins at the far west of the Great Cave, and one in the Abyss (across the river from Bargha).If you go to one before it's opened, you get a map telling you where to go, so that'll help.
2. Don't worry about that yet. You can't get there from that side of the river. You'll get to that lair near the end of the game.
3. Check around the area where the west wall of Bargha meets the cave wall (outside the northwest corner of the city). You should get a message like "you see footprints in the gravel leading north". Walk up to the wall, and it should reveal the passage.
4. Don't worry about Annatolia. She's not really important to the plot. Heck, I assassinated her in my last game.
-
As far as I know, it works for A1-BoA. In A4, it's not really an issue.
Even story-wise, it kind of makes sense. I mean, dashing around before the darkness snuffs your light out seems completely logical.
-
Hm... sounds like you haven't cleaned out the dungeon yet. Once you've done that, you can grab a key and unlock some of those rooms on the top floor, which hold the spellbooks.
-
That switch flips some terrain further back along the Gauntlet, and it allows you to get to another switch. Just keep looking, and you'll find it.
Hint: enter combat mode, have the first character cast light, then run around in a fully-lit area to find the switch.
-
Augmentation is your friend in this particular area, as is Enduring Shield/Armor. Also, the bandits are relatively easy to Daze, so they're no problem.
-
Quote:Originally written by VCH:
The spiral Crypt was the only place in the game I nearly got trapped. Where all the undead are just motionless leading into the final area, well I didn't kill any of them. Then I hit the last ruins and bam, every damn one attacks me. That was the hardest fight for my group.
"The End of Blades" Discussion
in Blades of Avernum
Posted
The time has come. Blades has been host to great minds and innovators, but now the community is moribund.
I choose to ignore this hopelessness-laden comment, and to continue work on my scenario.