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Ishad Nha

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Everything posted by Ishad Nha

  1. You leave a dungeon and come back, any barriers you dispelled on your previous visit are now back in place. Never mind playing a singleton on Torment, if you want a real challenge play an Anama party! Just as well they don't need Stoneshatter crystals, they access all Priest spells including Move Mountains. Haste and Dispel Barrier are really a headache to replace.
  2. To complete the quest to kill Zang you must actually kill him. The reward is interesting, I don't know if he will be in Moon when you return there. If not, he may be in a nearby town. If you have a previous save game, go back to that. Kill him and see what the reward is.
  3. Go upstairs, I go to the center and use mirrors to smash up the laser beam projectors. After that, look for the controls and turn off the power. Then you can smash the globes that power the creation of golems. Then clean up the lower two levels. Use Radiant Shield for protection against golems and lasers. Moving in combat mode is annoying but it enables you to dodge the beams.
  4. You learn to count to 5 pretty quick. If you are about to drown on the next move and if you have a Recall Crystal, you can use that to escape.
  5. Very finicky programming there, this mistake is easy to make.
  6. My party was level 47,48 and had most of the third-level spells before they did the Pit of the Wyrm. I would emphasize melee by the front rank PCs. Ditto spells that buff. It seems that if an attack does not kill the Abyssal Slime in one go the thing will split. Be careful of using attack spells in that case.
  7. It could be worse, PCs could be required to have a permission note from their mothers before they use the Orb. At least in the outdoors you have First Aid after finishing a battle. All skills are flat-rate, that is good for acquiring levels in the Priest/Mage Spell skills. Cave Lore is not cheap the way it was in A1.
  8. You can't use items outdoors?! What does Jeff have against the outdoors? One of the uses of the Orb of Thralni is using it to cross a river that is in your way, I think I read someplace that Jeff made flight over water impossible so you don't drown.
  9. If you like Geneforge the Avernum 1 remake should be right for you. I call it GA1, Geneforge Avernum 1 because it uses Geneforge 5 graphics and it is very simplified in some areas like food, rest and identification of items. Jeff altered the style of the game in ways that are good and bad. At least he kept the outdoor zones. I think it is quite good and well worth playing but if you are coming straight from A1 some of the changes could be unwelcome to you: No exploration spells like Light, Unlock Door or Far Sight. Can't cast spells while wandering outdoors?! In that case, don't end outdoor combat until everyone has been healed. Daze is helpful in beginning battles, you may find yourself swarmed by enemies. You can't increase some skills till you increase others before them, the hierarchy of skills sounds like bad news but it is okay in practice.
  10. Tower at the south end of the undead isle, you must pay someone before you can find it, I don't recall if you did.
  11. Lair of Dracos, a terrain type that should be impassable, is not, in one instance only.
  12. You can't program independently of the calls in Ascript, you can only use the calls supplied. It is very limited indeed. You could check for floor type...
  13. Berra, in SE of Fort Emergence, is the man to discuss evidence you find. Wolf Pit, the dungeon between the Bandit Hideout and the Goblin Lair, had a few interesting items behind a secret door and a big rock. Now you can clean out the areas you could not access before. Around day 160 a quest develops, you will probably finish the game long before then. You may need to use the Character Editor to set the day forward, so the quest actually happens. You are probably strong enough to do it now. A good time to do it is after you defeat the golems.
  14. Remember you can move the mirrors diagonally, this makes it easy to move the mirrors to destroy the beam projectors. You can also advance behind a mirror that is shielding you from a beam. You can go into combat mode and have only one person active, he moves the mirrors.
  15. You can destroy one beam projector by hitting it with the beam from another projector. In fact, with careful placement of mirrors you can get a projector to destroy itself. Barrier Cave, sit on the hill and watch the Tigers fight.
  16. Remote Cave where you got some alchemical herbs but could not get past the stalagmite, that is what I was referring to in post #108. You need to get a map. (Map is accurate except for one bit being rotated 90 degrees from its real layout.)
  17. Once you get the innkeeper to confirm that the name of the place is Wainscotting you will find a treasure out the back. You may find a dead end, what should be a cave. You need to try all drinks offered by a named innkeeper in a town you have already visited.
  18. If you finish the rest of the game before around day 160 you will need to advance the game day to trigger the Tower of Magi quest. Tables above give you an idea of what might then happen.
  19. Gale is on the East coast, just keep going North and East from the towers of undead that you cleared.
  20. Miranda is a recruitable NPC, hence she is very powerful by comparison with the PCs. (She has a Dread Curse level of 2?!) Reward for helping the Vampire, rather than the Ogres, was a level in the Find Herbs skill. This lets you find alchemical herbs in the wilderness.
  21. Finding the Barrier Tunnel, you are looking for a map, I think it is in the treasure room you were unable to find the entrance to. Getting to Gale, look for Bremerton in the map of Monroe Province.
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