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Cannister inventory (potential spoilers)


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I would like to put together a cannister inventory. This way you could only use the ones you really need and avoid the rest. This information is not in the hint book (highly recommended), or I would just look there.

 

Anyone got any notes about cannisters? I'll try and jot something down next time I play. Now that I can command-tab on a Mac, this should be easier.

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Yup, that's true. Cut and paste from my guide, which will be out as soon as Gamefaqs updates their game data. Seems Geneforge 3 didn't make it onto their game list.

 

Canister locations:

Fort Kentia: Searer.

Lair of the Creator: Create Fyora, Unlock.

Underneath Rebel Peninsula: Create Roamer

Rebel Camp: Ice Spray, Create Vlish, Terror, Create Clawbug

Under San Ru: Create Clawbug

Dhonal Docks: Fire Shaping

Madness Mire: Create Artila

Twin Mind Tunnels: Healing Craft, Create Vlish

Holding Shed Row: Quick Action

Storage Road: Create Thahd

Mountain Pass: Create Fyora

Inner Keep: Create Drayk

Spharon’s Lands: Dominate, Create Artila

Blasted Laboratory: Create Roamer, Acid Shower

Ruined Mine Gates; Strong Daze

Darkstone Cave: Mass Energize

Searing Chambers: Healing Craft, Create Glaahk

Creator’s Hall: Steelskin, Battle Magic, Quick Action

Infested Mountains: Create Battle Alpha

Cultist Woods: Essence Orbs

Stonespire: Major Heal, Kill, Essence Armor, Create Drayk, Charisma

Display Warren: Major Heal

Crumbling Lab: Kill

Khor’s Deeps: Create Battle Alpha

Tower Path: Parry

Khyryk’s Tower: Major Heal, Create Drayk

Tower Gates: Group Heal

Breeding Caverns: Mental Magic, Create Glaahk

Maker’s Road: Essence Armor

Maker’s End: Create Rotghroth, Battle Roar

Spire Forest: Luck

Icy End: Aura of Flames, Mass Restore, Create Gazer

Southern Gates: Mass Madness

Benerii-Eo Gates: Battle Roar, Create Gazer

Mushroom Cave: Mass Restore

Benerii-Eo Labs: Battle Roar, Create Drakon, Dexterity, Strength, Mass Madness

Benerii-Eo Vat Core: Aura of Flames, Create Rotghroth

Geneforge: Endurance, Spellcraft, Create Drakon

 

Also, these are some of the increases that can be earned without a canister.

Skill/spell locations:

Level 1 School: Book of War Blessing

South End: Crider’s book of Create Thahd.

Testing Grounds: Books of Create Thahd, Create Artila

Under San Ru: Book of Healing Craft

Dhonal’s Keep: Aenele’s Q: Book of Healing Craft, Hubert’s Q: Book of Magic Shaping

Inner Keep: Books of Battle Magic, Healing Craft

Acid Valley: Tombs: Group Heal, Create Thahd, Create Clawbug, Thihn’s Ghost:

Intelligence, Endurance.

Main Army Camp: Erika’s Q: Healing Craft

Darkstone Mine: Books of Battle Shaping, Magic Shaping

Stonespire: Morgan Q: Healing Craft, Minor Heal, Heal

 

My list of trainers. One or two more may be found as I play through as a rebel.

South End: Crider (slightly expensive): Firebolt, Burning Spray, Daze, Mental

Barrier, War Blessing, Protection, Minor Healing, Cure Effects

 

Minefield Woods: Scintle (exorbitant): War Blessing, Protection, Essence

Shield, Minor Heal, Cure Effects, Augmentation

 

East Kentia: Hawthorne (expensive): Firebolt, Burning Spray, Searer, Daze,

Mental Barrier, Unlock, War Blessing, Protection, Essence Shield, Speed

 

San Ru: Diwaniya (expensive): Fyora, Roamer, Thahd, Artila, Vlish,

Firebolt, Burning Spray, Searer, Ice Spray, Daze, Mental Barrier, Unlock,

Terror, War Blessing, Protection, Essence Shield, Speed, Minor Heal, Cure

Effects, Augmentation, Heal

 

San Ru: Vandrin (expensive): Missile Weapons, Quick Action, Parry

 

Dhonal’s Keep: Gretchen (average for skills, slightly expensive for spells):

Battle Magic, Mental Magic, Blessing Magic, Spellcraft, Searer, Ice Spray,

Essence Orbs, Unlock, Terror, Dominate, Speed, Mass Energize, Steelskin,

Heal, Group Heal, Remove Effects

 

Dhonal's Keep: Fanjul (very reasonable): Roamer, Clawbug, Glaahk,

Battle Alpha

 

Inner Keep: Lady Anjali (exorbitant if lesser, expensive if greater): Fyora,

Roamer, Thahd, Clawbug, Battle Alpha (greater), Artila, Vlish, Glaahk

(greater)

 

Stonespire: Macallan (exorbitant): Melee Weapons, Missile Weapons, Quick

Action, Parry, Battle Magic, Mental Magic, Blessing Magic, Leadership,

Mechanics, Acid Shower, Steel Skin, Strong Daze, Remove Effects

 

Khyryk’s Tower: Khyryk (expensive): Clawbug, Battle Alpha, Rotghroth,

Vlish, Glaahk, Kill, Major Heal, Essence Orbs, Acid Shower, Dominate,

Strong Daze, Charisma, Mass Energize, Steel Skin, Essence Armor, Group

Heal, Remove Effects

 

Finally, the modifiers:

Besieged Camp: Resnick Q1: Mass Restore, Q2: Aura of Flames

Monastery of Tears: Tolleran: Strength, Dexterity, Intelligence, Endurance,

Mechanics for 6K each

Orois Blaze: Leadership, Mechanics, Mass Madness, Create Gazer for 5K each

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damnit, i knew i missed a drayk canister. I was really looking forward to creating an army of cryodrayks. Oh well, drayks are better anyway :p

 

PS: did anyone else find it a little weird that you could play through the game as a progressive loyalist using drayks and not get any comment from any of the loyal shapers?

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That also means that you can't make terror vlish, pyroroamers, any of the third tier improved creations, and improved rotgroths (can't remember the name) without cannisters. And you need either canisters or rebel only trainers to make drayks and ur-drakons. Does anyone know how many canisters it takes before effects start to show up either in encounters or the ending, and weather getting yourself augmented affects you in the same way as canister use?

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Quote:
Originally written by Walter:
Does anyone know how many canisters it takes before effects start to show up either in encounters or the ending, and weather getting yourself augmented affects you in the same way as canister use?
7 canisters, and augmentation by Tolleran, Orois Blaze, and Resnick doesn't count.
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Quote:
Originally written by Travers:
damnit, i knew i missed a drayk canister. I was really looking forward to creating an army of cryodrayks. Oh well, drayks are better anyway :p

PS: did anyone else find it a little weird that you could play through the game as a progressive loyalist using drayks and not get any comment from any of the loyal shapers?
Well, I don't find it weird. This is because drayks are so incredibly cool. Games that stick to their internal lore to the point where you can't have any fun are a bummer. Believe me, I've played some.
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Quick question for those who have played through as rebels- are there any other trainers who will increase your skills in the forbidden spells/shapings? I know Fanjul will train you for cheap in the shaping that Rahul's wife also teaches, but are there any other rebel only trainers?

 

If not, it seems that the loyalists should have little trouble blowing away their enemies.

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But remember to get an ending that is good for you personally a loyalist shouldn't use canisters, and 3 creation types, several improved creations, and the battle roar spell only come from canisters (or trainers that aren't listed here and thus probably rebel only), and there would have to be an additional source of skills somewhere or there would be no way to make ur-drakons.

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I have played (won) as a rebel and, AFAIK, they don't teach anything that the loyalist don't.

So, no Ur-drakons (makes sense, they currently need the Geneforge to make Ur-drakons - what sense would having a shaper-capable-of-creating-them running around make? Ugh, bad sentence, *baaad*!)

The rebel philosophy is "canisters, not teachers".

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  • 2 weeks later...
Quote:
Originally written by Schrodinger:
Quote:
Originally written by Walter:
Does anyone know how many canisters it takes before effects start to show up either in encounters or the ending, and weather getting yourself augmented affects you in the same way as canister use?
7 canisters, and augmentation by Tolleran, Orois Blaze, and Resnick doesn't count.
just want to clarify this. I've played through as the rebels, and i'm going to go through again as a loyalist. i was about how big a difference it made to use canisters in terms of story and gameplay? is it really worth it to not use canisters? i guess that's sort of hard to answer without some spoilers...
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Canister use changes the ending text slightly, but doesn't have a huge effect on the game. The more canisters you use the less tolerant you will be of the rebel Serviles and drayks, but I found that this is more of a problem as a rebel than a loyalist. If you use a lot you might end up attacking certain serviles, but they aren't crucial characters.

 

All the trainers will still train you, and no options will be unavailable due to canister use; I find them to be worth using.

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