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Eigenvalue

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Everything posted by Eigenvalue

  1. There is a statue with Onyx Eyes in Khora-Vysss. I believe that by letting the drake from below the Harking's Landing escape will allow to do something, but have not tried that yet. Did anyone? Is the reward worth making the town angry?
  2. Unlike with the previous Avernum and Geneforge games, these days I am absolutely out of time and cannot play the game for more than 2-3 hours per week. Hence I would like to hear your advice on what is the most enjoyable game flow. Browsing through the forum (and having played the game for just a bit), I have seen that there seems to be several big alternatives in the game: to accept Gladwell's geas or not to accept it, to join Anama or not to join. Is there also an option to join Darkside loyalists or not to join? How many different paths are there overall - 8, or are some of these choices mutually exclusive? Are there other alternatives I have not listed here? And, most importantly, what is the most enjoyable flow? For example, if I do not want to get towns angry at me, I must not take Gladwell geas? And if I join Anama, I will not be able to use any magic, so there is no need to train a mage or a priest character? And the last question, for powergamers out there, can one actually do all of the possible things and quests by shifting between various decisions or once some decisions are made some quests become impossible to obtain?
  3. What's the deal with Khora-Vyss - is there a way to wonder about that city without having to kill everyone (or be killed, whatever one prefers)? Is there a quest asking to kill those sliths or does one need to do something first to win their friendship? And that reminds me, on the way to Khora-Vyss, in one of the underground rooms, with 4 bridges, to the right (or whas it to the left?) there was an elevation on which, behind a barrier, was something... How to get up there? Thx
  4. Thanks. I am having a lot of fun reading this. I am not sure if it was mentioned, but I have found wrack to be a very useful spell. No exact numbers, but from general observation it seems that the damage increases about 1.5 times. Very nice when fighting 1-on-1, such as versus Eliza or Shaftoe. By the way, I do not remember how, but when playing the infiltrator the areas around Eliza and Shaftoe turned against me, while the two were still friendly. It was rather ironic that the glaahks and kyshaks (sorry if I mispelled these) sent by the minds to hunt me were actually slaughtered by Shaftoe while I rested around the corner delivering a final blow when I managed.
  5. WhiteSparks, if you are using my version of an editor you need to speak with Magda and Tyrol (when I was playing with the editor I did not realize that you can have dialogue options using sign posts). If you are using Emperor's version, this is the first sign post, near the room where you are supposed to pick up the sword. In either case do not forget to replace the z0rebbasedlg.txt file found in scripts folder (and, of course, saving a copy of that).
  6. With a total of 14 charms by the end of the game, tinker's gloves and tinker's bauble to raise the mechanics skill (and of course there are a couple of other items which do that as well), and, maybe, some infiltrator stuff to boost stealth and leadership, the inventory (36 slots) is already more than half-full. Add a wand, a favourite thorn baton, some gems, and, most importantly, some potions and spores (yes, there are 4 additional quick use slots) and only about 10 slots are remaining. Don't forget a second set of necklaces and rings providing extra protections against different elements. And of course ingredients to craft and augment things. Ah, yes, the swamp herbs, research books and nodules for gathering quests... - no free slots left. So, where to store all the stuff which you want to sell to get money to buy whatever-you-wish-to-buy? Of course, I am over-exaggerating, and by the time you have all 14 charms the game is almost over, but... does everyone really carry around all the charms or only the better ones?
  7. If it does not work... try: use the simplest text editing software to save the file (probably not something like Microsoft word) the first line in the file should be: // dlg.txt (i.e. do not copy anything else...) similarly check that you have copied correctly to the end
  8. Sorry for double posting. Emperor's script works perfectly. It is an amazingly clever idea to cheat using the sign post. --- Eigenvalue - speechless.
  9. If someone wishes, here is my version of the same thing. The instructions are precisely as Emperor explained. begintalknode 5; state = -1; nextstate = 5; condition = 1; question = "special"; text1 = "The sign says:"; text2 = " SUPPLY STORAGE"; text3 = " Or you could try editing your character.";
  10. Using a cheat (or rather modifying a script to obtain an ability of creating ornks) I have managed to create an army of ornks (actually, what is the right word for that -- in English?). However, is there an official (legal) way to obtain an ornk canister? Some kind of easter egg or a hidden trick?
  11. Well, you can disarm them yourself (although I believe you need a really high mechanical skill for that one), or try to walk through them with all the possible protections on (and hope not to get killed), or (the best way) bring several rebel technicians from the rebel camp (your mechanics skill will increase by 5 for each technician you bring) and then safely disarm the mines. I am not sure if it is possible to sneak into the building without disarming not activating the mines.
  12. > But what meaning can "free will" possibly have when, in reality, "you" are just making a series of allowable choices, plotting a track through a finite field of game possibilities, each of which leads to a programmed outcome? Exactly! And then in Geneforge 5, playing as an intelligent dryke (I personally prefer drykes over drakons), we will hear what has actually happened to the main hero in Geneforge 4, i.e. which one of the finite number of outcomes is actually correct one. P.S. I do like the loyal rebel ending much better.
  13. If I remember correctly, her (his?) body is in North Grosch, in the first (locked?) building on the south left of the area. There are mines in front of the entrance to this building. You have to get the quest first and then examining the body you will actually recognize her (him?) Hope this helps
  14. I have something of an editor for Geneforge 4, amounting to partial changes in of z0rebbasedlg.txt. Well, only the conversations with Magda and Tyrol are changed in the very beginning of the game. (disclaimer: this editor was created for fun only and not because I found it diffucult to beat the game; second disclaimer: I publicly apologize to Spiderweb software for trinkering and decreasing quality of the game). Anyhow, if someone wants to have some fun with the editor and bothers to explain me how and where I should upload it, I will happily do so. I am also happy to e-mail it to someone who will upload this for me. To use the "editor" you need to: save a copy of z0rebbasedlg.txt. from your scripts folder and replace with the version which I provide. Last disclaimer: using too many cheats makes this game absolutely unfun.
  15. Just stick around for a bit and try to avoid being killed by pylons (if I remember correctly, you are warned if a nearby pylon is charging up). After a while the energy will stabilize and the field holding you mention will disappear.
  16. I apologize then for posting this. However, I do not own a hint book and I do not know what is and what is not contained in it. Anyhow, I would not spend my time typing all of this up myself . As I said, I just copied-and-pasted it.
  17. Here is a copy-and-paste list of all the quests and their descriptions in the game. If someone is making a walkthrough this might (or not) be useful. --------- 1. Reach Southforge. The entrance to Southforge Citadel is to the southwest, but you have been cut off from it by attacking Shaper forces. Follow Greta’s orders and get to Southforge Citadel. 2. Use the Geneforge. Go upstairs and use the Geneforge. The stairway up is in the northwest corner of the citadel. Follow Pol, and he will take you there. 3. Question Enemy. Greta asked you to speak with an imprisoned Agent. Her name is Miranda. The stairway up to her cell is in the southeast corner of the citadel. You aren’t sure why Greta wants you to interrogate her, though she did mention that, so far, Miranda has refused to speak with anyone. 4. Deal With Shaila. A maddened lifecrafter prospective named Shaila has been attacking the rebels and will probably try to interfere with the evacuation. Greta asked you to hunt her down and do something to keep her from causing future trouble. Shaila is most likely hiding in the Boiling Caverns, to the northwest of the citadel. 5. Escort Caravan. Greta has ordered you to escort a caravan to Illya Province. The caravan is carrying Geneforge components and other items of great value and needs to be protected. You can meet up with the caravan at Sinkhole Bridge, to the southwest of the citadel. 6. Find Northforge. Now that Southforge Citadel has fallen, protecting the rebellion’s other Geneforge is of major importance. Once the caravan has been escorted to safety, you need to proceed to Illya Province, find the rebel safehouse, and, from there, find out how to travel to the other Geneforge. Greta wants you to help protect it. 7. Calm the Fyora. Swarns is a creation keeper in Southforge Citadel. There is an uncontrolled fyora in one of his pens. He asked you to speak with it and calm it before it goes rogue. 8. Return To Greta. Now that your training is complete, you need to return to Greta to get your next orders. 9. Dassa’s Mines. Dassa is an apprentice minetender in Southforge Citadel. She asked you to disarm the mines in the back room of her workshop. They were accidentally activated during the Shaper raid, and she doesn’t know how to turn them off. 10. Stolen Supplies. Captain Zakary believes that someone is stealing supplies, and the rebellion doesn’t currently have any to spare. He asked you to keep an eye on Egeland, the quartermaster’s assistant. 11. Stop Master Thell. You met a servile named Joakim in Southforge Citadel. He told you of his former master, whose name is Thell. He lives in the southwest corner of the Forsaken Lands. Apparently, Thell is a cruel master, and Joakim would like you to do something to protect the serviles still in his care. 12. Deathcap Mushrooms. Dewan, the alchemist of Southforge, asked you to find a source of deathcap mushrooms for her. A good place to begin would be with someone named Yves, who lives in the southwest corner of the Forsaken Lands. It seems unlikely, however, that Yves will give up his secrets easily. 13. Burkle’s Lock. Jared is the new master of Southforge Citadel. He asked you to find a way to unlock the door in the back of his quarters. The previous master was inconsiderate enough to die without giving Jared the key. 14. Splinterfang. Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation. First, he wants you to kill an artila named Splinterfang. The beast usually hides in an abandoned farmhouse not far west of the gate. 15. Keeper Tycho. Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation. He asked you to kill Keeper Tycho, a human loyal to the Shapers who has been healing and looking after the hostile creations invading the nearby lands. You can find him wandering around Crenshaw’s Dell, to the south. 16. Help Dinitia. Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation. He asked you to find a scout named Dinitia. She is probably south of Crenshaw’s Dell. Track her down and assist her in whatever she’s currently trying to do. 17. Find Shaper Camp. Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation. His final mission is for you to find and get a good look at the camp of the invading Shapers. He believes that it is somewhere to the south. 18. Nola’s Gold. Nola is a scout hiding near the gate of Southforge Citadel. She asked you to sneak into the storage shed nearby and recover a gold bar for her. She intends to use it to fund her escape to Illya Province. 19. Help Shaila. General Crowley wants you to find Shaila, a mad lifecrafter who is hiding in the Boiling Caverns. You are to contact her, offer to help her, and escort her to the docks outside the caverns to the east. This act would greatly improve your standing with the Shapers, should you wish to work with them. 20. Turn In the Caravan. General Crowley believes that you will be asked to escort a rebel caravan. When the caravan reaches the Cairn Gates, he wants you to signal to the Shapers that they are there. There is a signal fire by the docks to the north of the gates. If you want to work with the Shapers, this act will greatly improve your standing with them. 21. Forsaken Spy. General Crowley believes that a rebel spy is hiding somewhere in the lands west of his camp. Find him or her and give the general their location. If you want to work with the Shapers, this act will improve your standing with them. 22. Rebel Rescue. You met a rebel scout named Foyle near the Sinkhole Bridge. She asked you to rescue a band of hidden rebels. They are hidden in a ruined village on the other side of the river and led by someone named Serif. It occurs to you that, if you wanted to impress the Shapers, you could kill the rebels instead. 23. Dumping Pits. There is a mage named Mercedia in Therile Colony. She told you of some old Shaper dumping pits north of her colony. There is a trash pit inside that might contain valuable Shaper equipment. She asked you to enter the Dumping Pits and find the trash. She was quite vague about whether a reward was offered. 24. Dillame’s Commander. Now that you have begun to help the Shapers, you should report for your reward and for new orders. The best way to do this would be to enter Illya Province, go to Dillame, and find the general there. 25. Find Safehouse. Whatever you have done in the past, you are still an illegally Shaped rebel about to enter Shaper territory. It would be very wise for you to track down the hidden rebel safehouse in Illya Province. You don’t know where it is. However, if you were able to find a hidden rebel, you might be able to get a hint. 26. Find Sandia. Shaper Rutenberg is the commander of the outpost west of the Cairn Gates. He asked you to locate Sandia, a servile who ran off. Looking to the west would be a good place to start. 27. Find Reiner. Shaper Rutenberg is the commander of the outpost west of the Cairn Gates. He asked you to locate Reiner, a servile who ran off. Looking to the west would be a good place to start. 28. Uchitelle’s Package. Urbina is a merchant in the outpost west of the Cairn Gates. She gave you a small package to deliver to someone named Uchitelle. His grove is to the southwest. 29. Finding the Anvil. Uchitelle is a former Shaper who lives in a secluded grove in the southeast corner of Illya Province. He asked you to find some sort of magical anvil in the Sandros Mine, to the northwest of his home. It goes without saying that the anvil is guarded by the standard assortment of traps and face-eating monsters. 30. Uchitelle’s Pest. Uchitelle is a former Shaper who lives in a secluded grove in the southeast corner of Illya Province. He asked you to kill a creation that lives in the southwest corner of his grove. Disarming some traps may be necessary to reach the thing. 31. Stranded Rebels. There is a rebel spy named Lilly working at the docks in Dillame. She told you that there was a band of rebels hiding across the river to the north. You might be able to help them. Or, if you wanted to aid the Shapers, kill them. 32. Pikkary Bandits. Master Drex is a merchant whose caravan is stranded in Dillame. He is worried about a group of bandits that hunts around the Pikkary Bridge (to the west). He would pay you well if you could find a way to keep them from attacking his caravan. Killing the bandits isn’t necessary. However, it may be difficult to find them. 33. Turabi Gate. Master Drex is a merchant whose caravan is stranded in Dillame. He is worried about how he could get through the Turabi Gate, at the west edge of Illya Province, without being attacked. He gave you a letter to deliver there. Finding someone at the gate who won’t attack you on sight when they see that you don’t have a pass might be a problem. 34. Melted Sands. You met an alchemist named Gretchen in Dillame. She asked you to find lumps of melted sand for her. They can be found on the ground in the Barrier Zone, to the north. Of course, the creations that roam those lands might be irritated by your intrusion. 35. Fackler’s Papers. There is a man named Fackler in the inn in Dillame. He is paying well for any Shaper notes you come across in your travels. Helping him with this quest will irritate the Shapers. 36. Shorass the Trakovite. You met a man named Drewry in Dillame. He is something called a Trakovite. If you wanted to aid his cause, you should find someone named Shorass, who lives in Burwood Province. Alas, Drewry had no idea where Shorass might be. 37. Betray the Safehouse. General Alwan of Dillame would like you to help the Shapers. If you want to do this, the first step would be to locate the rebel safehouse in Illya Province and tell him where it is. 38. Repair Moseh. General Alwan of Dillame gave you a mission of great importance. You need to find a Shaper named Moseh, in a bunker in the eastern part of the Barrier Zone, and help to restore his sanity. He mentioned that Shaper Duncan has some ideas for how this could be done. Duncan’s laboratory is in Rivergate Keep. 39. On To Aziraph. General Alwan of Dillame told you to proceed north to the Fens of Aziraph. You can go to the Shaper camp there to learn how to progress north and find Northforge Citadel. You received a note which will get you through the western pass into the fens. 40. Hunting Traitors. Captain Kane of Rivergate Keep is eager to find traitors and rebels in Dillame. He’d like you to ask around and see if you can find anyone of interest. Of course, you will be paid well. 41. Heart of the Kiln. You met an Agent named Mouawad in Rivergate Keep. She asked you to recover a gem from Purity Workshop B, which is west of Dillame and across the river. The gem is a large ruby. If it still exists, it can be found inside a kiln somewhere in the workshop. 42. Kill Moseh. Pirik is the acting commander of the Illya Safehouse. She can help you to escape Illya Province to the north, but first, you need to remove the obstacle blocking the way. The mad Shaper Moseh lives in a bunker under the eastern reaches of the Barrier Zone. Find a way to remove or destroy him, and Pirik will help you escape. 43. Kill Eliza. Pirik is the acting commander of the Illya Safehouse. She will reward you if you can remove or destroy Eliza, the Shaper who is defending the western reaches of the Barrier Zone. 44. Kill Shaftoe. Pirik is the acting commander of the Illya Safehouse. She will reward you if you can remove or destroy Shaftoe, the Shaper who is defending the central section of the Barrier Zone. 45. The Aziraph Rebels. Pirik of the Illya Safehouse advised you to continue your journey north to rebel lands. She told you to go to the eastern reaches of the Barrier Zone and go north into the mountains. Once there, the stone she gave you should help you pass the traps there. Once through the pass, there will be a rebel camp that can aid you further. 46. The Mad Drayk. Ozyss is a drayk in the Illya Safehouse. He is offended that the servile cult to the east would keep a malformed drayk as a pet. He wants the drayk put out of its misery. If a bunch of the serviles wound up dead too, he wouldn’t be bothered. 47. Shatter the Heart. Darnor of the Illya Safehouse had a mission for you that will improve your standing with the rebellion. Go to the underground installation Purity Workshop B, west of Dillame, find the main kiln, and smash the large ruby within. 48. Spying on Turabi. Darnor of the Illya Safehouse had a mission for you that will improve your standing with the rebellion. Go to the Turabi Gate, north of the safehouse, and sneak close to it. Inspect it to see how strong its defenses are. You may need to look at it from multiple angles to collect enough information. 49. Gibbons’s Canisters. You can get Gibbons, in the Illya Safehouse, to make more canisters for you. All you need to do is bring him rings of puresteel. These are hard to find, but he had ideas for where a few of them might be located. 50. Eliza’s Power Supply. Eliza is an Agent in the bunker under the western Barrier Zone. She asked for your assistance in repairing her systems. In the chamber to the north, her power supply is malfunctioning. She gave you precise (if complicated) instructions to repair it. 51. Eliza’s Intruder. Eliza is an Agent in the bunker under the western Barrier Zone. She asked for your assistance in repairing her systems. There is a rogue in the waste disposal room to the southwest of her chamber. It is an unpleasant distraction, and she’d like for you to remove it. 52. The Mad Mind. Shaftoe is a Guardian in the bunker under the ruins of Thornton in the Barrier Zone. He is being troubled by rogues, and your help in destroying them would be appreciated. The first rogue is one of his servant minds, in the farthest alcove to the northwest of his chamber. 53. A Pair of Rogues. Shaftoe is a Guardian in the bunker under the ruins of Thornton in the Barrier Zone. He is being troubled by rogues, and your help in destroying them would be appreciated. The other two rogues that are distracting him are called Krazo and Mystithus. They are hiding in the ruins of Thornton, above Shaftoe’s bunker. 54. Hunting Nakel. While passing through the Western Rise, you met a Guardian named Horace. Like many you meet, he asked for your help. A Trakovite named Nakel traveled through the pass and escaped into the Fens of Aziraph. Horace wants Nakel hunted down and killed. 55. The Poryphra Ruins. General Crowley gave you instructions to slip into Burwood Province. Once there, you can receive further instructions in the ruins of Poryphra. Poryphra is (was) a port city in the northeast corner of Burwood Province. 56. Locate Khyryk. Agent Miranda wished for you to find a weakness in the defenses of Shaper Monarch. She wants you to rescue a Shaper named Khyryk, who is being held prisoner in Grosch. Khyryk is probably hidden in the tunnels under the southern half of the village. 57. Kill Shaper Monarch. Agent Miranda told you to destroy Shaper Monarch. This devastatingly powerful madman is generally found in the northern half of the ruins of Grosch. Once this is done, recover the papers Monarch stole from the Shapers and return with them. 58. The Shaper Spy. Agent Miranda asked you to contact a Shaper spy and return to her with his report. His name is Captain Archibald, and he is in the rebel camp. Agent Miranda is in Aziraph Camp Gamma. 59. The Missing Scout. Agent Miranda asked you to find one of her scouts (or his body). His name is Kristol, and he was scouting in the ruins of Grosch. Agent Miranda is in Aziraph Camp Gamma. 60. Convince the General. Mizhera is the leader of the refugees in Aziraph Camp Gamma. She desperately wants to take her refugees north to Burwood Province. Before she can, however, she needs someone to convince General Crowley to let them leave. 61. Mose’s Assurance. Mizhera is the leader of the refugees in Aziraph Camp Gamma. She desperately wants to take her refugees north to Burwood Province. Before she can, she will need to learn of a way for them to travel north safely. Mose is the leader of the refugees in the rebel camp. Maybe he can help. 62. The Lost Serviles. You met a man named Zinser in Aziraph Camp Gamma. He is the servile keeper, and he is very concerned. Eight of his charges were recently abducted. He asked you to find out what happened to them, but he fears the worst. 63. Rescue Khyryk. General Greta of the rebel camp will not leave for the north (nor allow you to) until Shaper Monarch has been disposed of. The first step, she believes, should be to rescue one of his prisoners. The prisoner is a Shaper named Khyryk, who is probably being held under the southern half of the town. He may be able to tell you more about Monarch’s weaknesses. If there are any. 64. Monarch and the Papers. General Greta of the rebel camp will not leave for the north (nor allow you to) until Shaper Monarch has been disposed of. You are to slip into Grosch and destroy him. He is usually found in the northern half of the town. In addition, you are to find some papers Monarch stole from the Shapers and bring them to Greta. They may be useful to the rebellion. 65. Derenton Freehold. General Greta has left for Derenton Freehold, which is on the coast in the northwest corner of Burwood Province, and she wants you to meet her there. Once there, you can continue the search for Northforge Citadel. 66. Contact Vecsey. Commander Ellsworth, of the rebel camp in the Fens of Aziraph, told you that they have a spy named Vecsey in the Shaper camp. If you get the chance, you should meet Vecsey and get his report. 67. Talk To Ellsworth. Mose, the leader of the refugees in the rebel camp, asked you to speak with Commander Ellsworth and see if you can get his permission for the refugees to travel into Burwood Province. 68. Swamp Herbs. Should you find any swamp herbs while traveling in the Fens of Aziraph, you can bring them to Stubbs for a reward. She is in the rebel camp. 69. Lost Rebel Supplies. Master Jared is the ranking lifecrafter in the Aziraph rebel camp. Not far to the south, the rebels tried to create a laboratory in an old mine underground. A nasty escaped creation chased them out. Jared asked you to recover some valuable supplies from the abandoned tunnels. In particular, he wants demon’s bile, some mandrake tincture, an eyebeast’s eye, and a bar of pure gold. 70. Four Wingbolts. You met a refugee named Leopold camped near a road in southern Burwood Province. He offered you a humble reward if you could kill the four wingbolts lurking nearby. 71. Freeing the Shades. There was a ghost lurking in a cave in southwestern Burwood Province. Spooky. It seemed to want you to free three ghosts in the nearby crypts. Your best guess is that freeing them involves chopping them to bits. 72. Mad Serviles. Shaper Krogstad is the infiltrator posted along the Valeya road. As you passed, he asked for your assistance. There is a band of mad servile cultists across the river to the southwest. In true Shaper fashion, he wants them crushed. 73. Field Sabotage. Agent Yngrid is the infiltrator posted southwest of the Valeya ruins. As you passed, she asked for your assistance. The rebels placed a network of energy fields in the plains to the north. She wants you to reach their controls and sabotage them so that they won’t detect glaahks. This may require some skill with tools. 74. Talk To Chon-Ryss. Litalia wants to send an envoy to Quessa-Uss, city of the drakons. It would be very dangerous to do this without asking permission from these proud and unpredictable creatures. She asked you to get this permission from Chon-Ryss. This drakon lives in the northeastern corner of Derenton Freehold. 75. To Quessa-Uss. The drakons are planning to do something to the Shapers. Something huge and devastating. Also, for reasons that are unclear, they have abducted General Greta. Litalia told you to travel to Quessa-Uss, far to the southeast, and meet with the drakons. Find out what they are doing and what happened to Greta. And try not to provoke a war between the drakons and the humans while you’re at it. 76. Go To Northforge. The drakons have agreed to let an outsider travel to Northforge Citadel and assist in their great project. Litalia chose you. Travel east to Northforge Citadel, in the Grayghost Mountains. There is a pass leading into them not far north of Quessa-Uss. 77. The Poryphra Shapers. There is a hidden Shaper camp in the Poryphra Ruins, east of Derenton Freehold. Litalia would reward you if you could wipe it out. Of course, this task is almost insanely dangerous. Nobody would hold it against you if you found somewhere else to be. 78. More Puresteel. In Derenton Freehold, the drakon Orois Blaze offered you the use of several canisters. Of course, these greedy creatures give nothing for free. You must pay for the canisters with rings of puresteel. 79. The Impudent Drayk. In Derenton Freehold, the drakon Orois Blaze told you how the drayk Sakdoss was insulting to him. Only the drayk’s death will give satisfaction. If you could find a way to goad Sakdoss into attacking you and then dispose of her, Orois Blaze hinted at a reward. 80. Jailbreak! Mage Manohla of Derenton Freehold is authorized to give a mission to you. There are several rebel prisoners in the Shaper keep in the Western Morass, to the west. Break into the fort, free the prisoners, and escort them out. It would be wise to move quickly. It will not take long for the fort to get reinforcements. 81. Hunt the Infiltrators. Commander Ossissess is a cryodrayk in Derenton Freehold. She told you how there are five Shaper infiltrators lurking in different regions of Burwood Province. Find all five of them and kill them for a generous reward. 82. Dishonored Drayk. Commander Ossissess is a cryodrayk in Derenton Freehold. She told you how a drayk named Shorass lives by the river to the east. Ossissess feels that Shorass has beliefs that dishonor draykkind and that only his death will set things right. 83. Derenton Diplomacy. General Alwan is currently camped in the Poryphra Ruins. He wants you to infiltrate Quessa-Uss, city of drakons, and find out where Northforge Citadel is. The first step is to go west to Derenton Freehold. Once there, speak with Litalia and somehow get permission to enter Quessa-Uss. 84. Quessa-Uss Espionage. General Alwan is currently camped in the Poryphra Ruins. He wants you to infiltrate Quessa-Uss, city of drakons, and find out where Northforge Citadel is. Now that you can enter Quessa-Uss, go there. Find out where Northforge Citadel is and what the drakons are planning. And, if possible, infiltrate the drakon laboratories and copy the specifications for the new creation they are making. 85. Infiltrate Northforge. General Alwan has given you orders to go to Northforge Citadel, up in the Grayghost Mountains. Get inside, act friendly, and learn what you can. Then, when the Shaper attack comes, help out. If you have trouble entering the Grayghost Mountains, there is a secret route into them near the fields east of Poryphra. 86. Aid the Infiltrators. Guardian Koerner is an old warrior currently hiding in Poryphra. He dislikes you intensely, but he’s happy to use you to further the ends of the Shapers. There are five Shaper infiltrators scattered throughout Burwood Province, spreading trouble and undermining the rebels. Find them, talk to them, and give them whatever help they request. 87. Kill Litalia. Guardian Koerner is an old warrior currently hiding in Poryphra. He dislikes you intensely, but he’s happy to use you to further the ends of the Shapers. He asked you to go west to Derenton Freehold and kill Litalia. This mission is, of course, ridiculously dangerous. 88. Freehold Papers. You met a particularly loyal and obedient servile named Kiki in the Poryphra ruins. She asked you to examine some rebel records in Derenton Freehold and report their contents to her. They are in three boxes in Litalia’s chambers. 89. Safehouse Papers. You met a particularly loyal and obedient servile named Kiki in the Poryphra ruins. She asked you to steal some rebel records from the Illya Safehouse. They are likely to be in a particularly remote and well-guarded chamber. 90. The Rogue Trall. Guardian Kantor is currently keeping something resembling order in the pile of rocks that was once Valeya. Unfortunately (for him), a rogue war trall has taken up residence near the city’s best anvil. In typical Shaper fashion, he asked you to slay it, with vague promises of a reward in return. 91. Cultist Raid. You found a Guardian hiding in a cave not far west of Quessa-Uss. His name is Dameron. He wants to infiltrate the drakon city. Sounds suicidal to you, but it’s not your business. To help him get in, he asked you to kill the chieftain and the shaman of the cultist village not far to the east. Since the settlement is full of insane, magically talented serviles, this might not be easy. 92. Drosstro’s Chambers. Learned Hartl is a tired and bitter servile in Khima-Uss. A drakon named Drosstro took control of the village from him. He suspects that something unpleasant is happening in the caves behind Drosstro’s meeting hall. He asked you to sneak in and investigate. 93. Cake. Kallaloo, the servile baker of Khima-Uss, expressed to you a great desire for cake. 94. Szmani’s Odd Cave. You met a servile named Szmani in Khima-Uss. He told you about a suspicious cave in Frostwood, to the southwest. There are traps outside it, and he has seen fresh footprints and heard mysterious sounds. He asked you to travel there and find out who or what is in the cave. 95. The Servile Spy. The Shapers have slipped a servile spy into Khima-Uss. Her name is Dalia, and she asked for your help. She would like for you to sneak into the drakon chambers of the Grayghost Gates, to the west, and see if you can steal any useful papers or maps. 96. Byoress Blood Debt. Gesselin Freehold is the cryodrayk settlement east of Khima-Uss, and it is ruled by Ssaroyen. If you wish to pass, he has two missions for you. First, a cryodrayk named Byoress owes a blood debt to their clan. Byoress is in Khima-Uss. Ssaroyen wants you to collect on that debt. 97. Unwelcome Visitor. Gesselin Freehold is the cryodrayk settlement east of Khima-Uss, and it is ruled by Ssaroyen. If you wish to pass, he has two missions for you. A drakon emissary is approaching the freehold from the west. You are to greet the intruder and get them to leave. Diplomacy and violence are both acceptable options to the cryodrayks. 98. Test the Unbound. Much to General Greta’s annoyance, the drakon Warmaster Karikiss insists that you prove yourself before you can be allowed to take part in the final Shaping of the Unbound. You must test several Unbound to make sure that they can function in battle against a full Shaper. This test will take place in the hall in the northwest corner of Northforge Citadel. 99. An Odd Disturbance. Before you can witness the final Shaping of the Unbound, Warmaster Karikiss asked you to investigate a strange disturbance in the warrens of the complex, to the west. Go there, explore the caverns where the citadel’s power is generated, and report to Karikiss what you find.
  18. 1. I have decided to help Moses by doing random quests for the other 2 guardians and got rewarded from shapers. With a lot of difficulty I have later killed the 2 guardians but not Moses. Did anyone manage to Kill Moses at that point (after helping him of course)? Would sabotaging the machine before helping him work? 2. Is there any consequences of clearing the Shaper camp at Turabi's gates? I.e. will anyone later in the game turn hostile towards me; will it improve the reputation with rebels (not just the spying quest)? ---- With a special eyebrow Got by killing an eyebeast, I am stealthier than cow (Or than hypo, at the least).
  19. A somewhat funny ending is, upon winning the last battle for shapers, to activate the unbounds rather than to destroy it.
  20. 1. I remember that there was a discussion that with 11+ action points you should be able to attack, move, and attack again. I am even sure that I have managed to do this previously. However, now I am getting a message that "you cannot move after attacking". Where's the old hit-and-run tactic? 2. For masochists: there is a way to hurt yourself. In the fighting mode, choose a battle spell and click on yourself. It is rather funny when you parry your own attack.
  21. I have just finished the game as a loyal shaper who did not use any of the canisters, and I am a bit disappointed with the ending. It implies that no matter how much you aid the shapers, you are still an outcast (well, this was somehow obvious from the beginning, but still...). For some reason I absolutely dislike the "being a lab mouse" bit and the implication that helping the shapers was only a way to gain some wealth and power. Maybe I do not truly understand the motivations of the actual character for which I am playing... -- but I would prefer something different for myself. What, in your opinion, is the most spiritually rewarding ending? Another thing, and this is what I really LOVED in the game, is the chance to relive all the previous storyline events (from G1-G3) through talking to different characters (and to see what has happened to our favourite characters from G1-G3). Not surprisingly, there is an astonishing amount of connections with G3, for example remeeting Litalia (however this seems perplexing if, playing G3, you've actually killed her). But most intriguingly, from scraps and pieces you get to surmise what has actually happened to the main character from G3 -- well,if I understood correcly, he has actually died in G3 (and hence did not finish the game regardless of what I might have thought). Any thoughts on that?
  22. What exactly changes with the game difficulty? I am guessing that only the damage you receive (from enemies, mines and so on), and not the damage you deal or the numbers of total health points. Hopefully nothing quest-oriented.
  23. In the same spirit, what is the vampiric touch? Some kind of damage bonus to the living creatures?
  24. Some random things I have noticed while playing G4: 1. You can exit the area while in the combat mode, moreover this seems to cure all nagative effects (such as, say, poison). 2. I have not been playing singleton much, so possibly the following is quite well-known. While fighting, if in one turn you can hide from all of the attackers and still have action points left, it is possible to quickly end the combat mode and cast 4-5 useful spells (such as healing, hasting, etc.) before the closest enemy appears. And just a weird thing: at some point I was getting exactly 25 experience points for all kills. Also, it seems that killing a much weaker opponent, there are no experience points at all, am I right? Anyone knows of any other useful tricks?
  25. I personally have erroneously decided already about a month ago that the game is almost out - that was when the geneforge forum suddenly became very agitated and the beta testers have started glimpsing on what's coming. So I quite well understand what many people are going through now, and, as bad as it sounds, we can wait for as long as it takes. About the game coming to Macs first, I am happy that for the first time (after Marathon at least) I can to tell my non-Mac-using friends what is the main reason they should get a Mac. Having said all this, I do hope that we-Mac-users do not need to wait for too long (and that the non-Mac-users do not need to suffer to a too severe extent).
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