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Randomizer

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  1. I think you can only detect one false image a round. I tend to get a lucky and usually find the next one by the second attack in a round so I don't take as much damage. Try to go after ones that are close together so you can use spray crystals as the first attack in a round since icy crystals have no effect.
  2. Trakovites believe in allowing existing creations continue on with their lives. It is only the cycle of new and more powerful creations and/or shaping oneself as the drakons do that they oppose. Shorgass the drayk is the only Trakovite that really has knowledge of the drakons to see how the out of control shaping is hurting everyone. The others only speculate from the war damage and Monarch's destruction.
  3. Go into fight mode and cast speed/use speed pod. This will give you more action points and better control. Some areas can be done in real time mode, but I had trouble reacting to monsters moving near me. Certain items have stealth to help reduce the distance at which you will be notices. Infiltrator's cloak and tunic, clover and swamp boots (in the Fens) are the earliest ones in Illya province. This will allow you to get closer to them without being noticed. This also applies to mine triggers, although Jeff removed the ones that it helped the most with disarming. If you finish your turn without them being able to "see" you because of walls or you are outside their notice area then you have successfully moved without arousing their suspicions. Turabi Gate, Western Barrier Zone, and Thorton are all areas where this is useful if you just want to loot when you are a low level character.
  4. Use whatever you already have for weapons. The key is to use mage spells to kill the alien beasts before they close with the party. Pick the most damaging area effect spells and don't forget to major bless the party for extra attacks and damage. The only ones that are a problem are the pack leaders,
  5. Quote: —Alorael, who has a new way to phrase the debate. Suppose shaping were replaced with guns. It's still a unique power, but would you argue that guns are inherently evil? ... Escalation of the tools of war is part of how the world works, even Geneforge's world, and at least shaping provides benefits as well. Creations don't kill people, people kill people. It's not that barred creations are bad, it's that they were created with too much intelligence and independent will. For Shapers, it goes against their ideals that creations could act that independently and possibly defy them. Drakons are even worse since they now can shape their own creations placing them equal in power to Shapers. Shaper society going back to Sucia Island has only one real solution and that is kill the opposition. Only the Rebellion is forcing them to reevaluate this idea and they are working along the lines of creating independent creations (serviles) that will be willing to kill themselves when commanded.
  6. You can skip the Western Rise and miss one minor quest, some loot, and dealing with a merchant. The Rebels will still give you access through the Eastern Rise and the pass from Alwan will let you in the Shaper Camp Gamma after you go through the Central Fens from the Golem's Fens. It will mean a little more fighting each time you want to go there and you will need to go there for the quests, etc. You need to talk to Pirik in the Illya Safehouse after the Moseh Kill/Repair quests to get permission through the Eastern Rise.
  7. The room is just southeast of the pylon and the scrolls are in a jar in the room.
  8. There is a sixth way to the lower level that leads to a lab with some treasure. The path to that way is through a secret passage in the south.
  9. After all that time most people forget about that part.
  10. Some of the Rebels joined the Rebellion because they felt they weren't getting any help from the Shapers in return for their taxes. The small towns were too unimportant enough to deserve the attention of a Shaper just the tax collector. Then there were famines, diseases, and other problems that weren't being fixed since they would upset the balance. For humans the Shaper explanations weren't good enough. The Shaper tyranny meant that the humans were only a step up in importance from the serviles, but still way below the Shapers.
  11. Chapter 2 - Illya Province Cordy and her two cryoas, Frost and Rime, crossed into Illya and faced the Eastern Checkpoint. With her fake passage papers it was no problem and she even sweet talked Rutenberg (leadership 7) into giving her a blue spore baton. Urbana was also easily convinced to lower her prices for her important customer. As she explored she unfortunately ran into Agent Miranda with her two more powerful creations. So she was force to agree to going to see General Alwan. She then used her baton to remove the mines blocking her from the storage area. She explored Sandros Mine next and convinced the Forgotten One to give her safe passage, Just to be sure, she killed all the shades in the main passage and north part of the mine to find a puresteel ring. Then it was back to the checkpoint to kill that Radiant Cyroa and the clawbugs. Off to the south she deactivated the mines and killed the spawner in Uchitelle's Groves. Delivering the package wasn't worth much so Cordy looted the place. Adding a level to spellcraft. She the returned to Sandros Mine to turn off the power spires and kill the Parasitic Shade. The cryoas were getting tired of having to bite undead. With anvil cleared she went back to Uchitelle for her rewards, Adding to her leadership they went into the Secured Crossroads. It wasn't hard to persuade Sandia (leadership 8) to return to Rutenberg. Deactivating the various mines gave plenty of loot. The tatooed servile got some friends that easily died and the roamer packs gave some nifty nimble sandals. She headed west and cleared the Swarmed Woods most of the way before getting Blackrabbit and helping him reach the Illya Safehouse. At the Safehouse another level of mechanics helped with the mines as she looted the place. She'd show them not to appreciate her work. Then it was back to clear the Circle of the Drayk of those crazy cultists. First the west side, then another trip up the middle to remove that poor drayk, and a last trip to clear the east side. She helped Reiner escape and remove the obstacles to his path. Rutenberg rewarded her for the return of his serviles. Now it was time for the big city, Dillame. Unlocking all the doors and taking almost everything she could find helped pile up the money. She smashed the canister for Drewey and flattered the mayor for luck. Then it was on to see General Alwan in Rivergate Keep and collect the reward for betraying the caravan. While there she looted most of the place picking up the lodestone greaves to wear. Shaper Mars took her order to kill the rebels and she betrayed Drewey for the reward. Her standing with the Shapers earned her lots of rewards to sell off. Fackler gave her the gauntlets of succor for all those stupid research notebooks. A point of strength and a level of blessing magic would help with the next area. Clearing Dillame Fields of those creations. She convinced Captain Herat to give her his supplies. The bandits fell to her charms and she killed them for doubting her, Jadetree agreed to a deal with Master Drex. The pesky vlish had a few nice items and there was that cache. After Master Drex paid for her job with the bandits, she went back to kill them for their loot. After all they were bandits. She cleared the clawbugs from the south part of West Illya Road. The skipped north to do the Electrified fields removing the mines and using the spore boxes to work her way through. Then it was down to Purity Workshop B and using the controls to get through the west side to loot and pick up the tinker's gloves. The rogue creations went down to cryoa breath and daze. The kiln ruby got her the skien of wisdom. Now she went back and got the infiltrator's tunic in Dillame, cleared the last trapped boxes in Upper Southforge Citadel for the girdle of genius, and looted the chest in Uchitelle's grove. Raising intelligence and mental magic another level each. Exploring North Illya Woods, she got the vlish. Rocky Point was full of roamers that dazed and died. They rescued the trapped rebels for the Shaper loot. Reporting the job to Lilly, she then sold her out for the guardian stone necklace. Then it was down to get through the traps in the Warded Sea Cave and pick up the oozing blade. Finally it was time to loot the Western Barrier Zone and Thornton for all they were worth. Killing Kazoo and Mythitus. She raised intelligence and leadership before going to trick the thahd patrol in West Illya Road and then kill them. That made it easy to help the escaping serviles and daze the guards. That Captain's shiv would be useful latter on for blessing magic. Now it was time to help out Shaftoe deal with his troubles for a reward, then on to Eliza who didn't give her a reward. This allowed her to do convince Moseh to accept the repairs without a fight. Then she cleared the area above his bunker. Sneaking through Turabi Gates, she talked to Trint about Master Drex coming through. Cleared the four corners of loot and monster. Then leaving the cryoas behind in the clawbug lair, she hasted herself and snuck into the gatehouse for the captain's boots and the essence infused skin. After claiming all the rewards from Alwan and Pirik she could now cross into the the Fens of Aziraph. Gretchen gave her a tinker's bauble for all those melted sand pieces. Level 27, health 70, essence 366/430, spell energy 755, skill points 2 Strength 5, dexterity 2 (+3), intelligence 10 (+5), endurance 3 (-2) melee weapons 3, missle weapons 4, quick action 1, parry 1 (+1) battle magic 1, mental magic 4 (+1), blessing magic 3 (+4), spellcraft 4 fire shaping 7 (+1), battle shaping 2, magic shaping 1, healing craft 3 (+2) Equipment - spidersilk robe, steel shield, oozing blade, acid baton, nimble sandals, gauntlets of suucor, fyoraskin cloak, lodestone greaves, chilling band, guardian stone, girdle of genius, lucky charm, fyora fang charm, cryoa claw charm, clawbug charm, physician's charm, and gruesome charm. Alternate equipment tinker's gloves and bauble, infiltrator's cloak and tunic, clover boots, captain's boots and shiv. Saving all the pods and spores except for battle and shielding pods. On to the fens and making some kyshakks with all the essence.
  12. You might want to read some of the character adventures starting with the Saga of the Insidious Infiltrator and Shock Trooper Tales for some ideas. It comes down to what you like to play for your initial choice. The path of Shaper, Rebel, or the third is more of a moral decision and also has the mercenary out for loot and experience.
  13. This is the first of several times where you have to move around to a certain spot to get a dialog option to continue in Quessa-Uss. The rest have you approaching the door to the meeting area.
  14. While you might have a slightly easier time controlling your rage versus those that grant you some respect, I think that was more of a game artifact to allow you not to automatically kill everyone once you cross the canister limit. Most individuals will not be able to deal with lesser beings and even their "equals" without blasting a few. Respect was more an example of fear as exemplified by Drewey in Dillame.
  15. Quote: Originally written by ET: The only question remaining is: would Trakovites use a guillotine or would they mass poison their victims? Mass poison or a knife to the back. Would you leave alive for even a second an enemy who could summon an army, cast spells, or is good with weapons. Any hesitation and the Shapers or geneforge altered Rebels would be able to fight their way to freedom. I think that you are taking an extremist propaganda view of the Trakovites. They are for a gradual disarmament of shaping. You left off the Rebel found dead in Eastern Barrier Zone after leaving Litalia and Shorgass the cryodrayk. Shorgass had seen first hand what the drakons were planning and how shaping oneself was leading to destruction. You have two from the Rebel side that are questioning whether the ends justify the means. The Rebel human force was being controlled by fanatics like Greta who didn't care about the cost as long as the Shapers were destroyed. Their older views about protecting creations had already fallen far behind them.
  16. Start just outside the walls at the northwest corner and there will be a graveyard to the east. Go a little south and take the first entrance to the east going into the city. Turn south and go along the outer wall on the inside of the city until you find stair going down. The lower level should have a path going roughly east that will lead you to Quickshank's men and he will be in the third room. You will pass the control for the gate leading to other way up into Cotra.
  17. There are four ways down below Cotra and they don't completely connect and one has a wheel control gate that only opens from one side. Try from outside Cotra's northwest wall for the way to Quickshank.
  18. With enough health, augmentation, essence shield, and protection you sometimes can force your way through electrified fields, but it isn't likely this early in the game. The mines need to be approached from the west to avoid triggering.
  19. 1) There is a special blade versus alien beasts made by the Dragons with bonus damage. They will die to regular spells and weapons, but take more damage than most of what you have faced. 2) Gale's government doesn't want to talk to you, At least the mayor won't. The General leading the military will talk a little. You usually get sent to jail and have to escape past the basilisks. Don't let it bother you.
  20. As a pure Rebel you need stealth and going in on hasted fight mode to avoid combat by sneaking past the creations. They are hard to kill and will go haste and call for help. You may have to do it in several visits. If you talk to Alwan and convince him of your loyalty to the Shapers either by betraying the Rebels to improve your repuation and/or high leadership you eventually get the Repair Moseh quest, Shaper Duncan will then give you the Passage Bracelet that will at least make the creations not hostile, Then you can explore most areas without any trouble. Pure Shaper will get you the quest since you have already helped them.
  21. Daze became really effective in GF3 since it now affects all enemies within a certain range. Even if you don't affect all of them it means that some won't attack so you can close to melee without taking as much damage. The daze spell group is the most useful since healing and blessing magic can be done from items.
  22. I think blessing adds about 25% to damage, but I'm not sure if this is in extra levels or done to the total unblessed amount. Magic resistance seems to be between 50 and 75% depending upon the creation.
  23. You can do it without help by using missle attacks. Acid baton for Monarch and icy and spray crystals for the summoned creations usually works. Do not go into melee with Monarch since he will slow you every round. Essence shackles will usually keep Monarch slowed so he doesn't do too many attacks. Time is of the essence (bad pun) since he keeps summoning creations.
  24. It's a really tiny path southwest of the drayk area. It's easy to overlook since the other paths look like there is nothing there and I missed it until seeing the hint book and really searching.
  25. After drayks were created, in GF1 there is some mention when you meet one, it was decided that they were too intelligent and independent. Thus drayks were barred as a new creation, but existing ones were sometimes allowed to continue out their natural lifespan in isolated regions like Sucia Island. By GF2, the drayks had used shaping techniques on their offspring to create the first drakons. These drakons both bred and used shaping to create the ur-drakons. It is the ur-drakons that were responsible for the Rebellion.
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