Hatchling Cockatrice Slariton Posted November 17, 2007 Share Posted November 17, 2007 So what's the deal with Gladwell? I know the basic structure: geas gives +1 to primary stats, requires obtaining 5 items later which mostly make towns mad at you. I'm wondering: 1) From a munchkin perspective, does it really hurt to have those towns mad? 2) Is it possible to just wait till the late game to take the geas, teleport around to get the items and rewards, then kill Gladwell and remove the geas, all at once? I ask especially because Gladwell's quests all reward flat XP, rather than scaling it for your level, so you could get a massive amount of extra XP by waiting. Plus at that point it probably no longer matters if the towns get mad. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 17, 2007 Share Posted November 17, 2007 Having the towns mad at you only means something if you have unfinished quest that you want to do. It's actually nicer since you can use the self-defense excuse to kill and loot for a little extra. I've done Harkin's Landing and Ahonaria without missing much. Some of the reward items are nice especially the second offensive magic reward of the magus vest. You can avoid getting Muck and Thalants mad at you for doing those items. Melanchion is optional and late in the game. You can steal the item without a major fight by running, but the town is then hostile. The only questionable ones are the Anama Scrolls and Radiant Prism since they can give you a nicer reward from Melanchion's Desire quest where they will give you +1 strength, dexterity, and intelligence. On the whole it pays off if you are an amoral powergamer. I don't know if you can wait to the end and then pick and choose which ones to give him without facing the "curse." Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Skippy the bush kangaroo Posted November 17, 2007 Share Posted November 17, 2007 1) No. Free XP from mad towns? More looting? You certainly don't need to go back to them. Although I did make the mistake of parking my boat within the walls of one of those cities the first time around which created obvious problems. 2) There might be some problems. Certain choices you make may prevent you from completing Gladwell's quests. With foreknowledge you can avoid that. But I don't know if the internal logic of the game is robust to a) mistakes along those lines or manipulation in the way you mention. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Slariton Posted November 17, 2007 Author Share Posted November 17, 2007 Hmm. I think I'll try not taking the geas, and then periodically seeing if I can go back and take it and how it interacts with the cursing, and so on. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Skippy the bush kangaroo Posted November 24, 2007 Share Posted November 24, 2007 Quote: Originally written by Prick Against the Kicks:2) Is it possible to just wait till the late game to take the geas, teleport around to get the items and rewards, then kill Gladwell and remove the geas, all at once? I ask especially because Gladwell's quests all reward flat XP, rather than scaling it for your level, so you could get a massive amount of extra XP by waiting. Plus at that point it probably no longer matters if the towns get mad. A first test of part of that approach. I freed Almenona and then took Gladwell's geas. I could leave the area and enter Tranquility. So at least his restraint on you if you don't do his bidding hasn't kicked in - although I haven't revisited the scene of the crime yet. This suggests that it is at least robust to that particular 'mistake' and possible rorting. Although the reward for getting its skin is obviously lost. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Khyryk Eye Posted November 25, 2007 Share Posted November 25, 2007 Is it possible to take the advice of the old priest at Muck (forgot his name, the one with the crystal that Gladwell wants), find the path through the Barren Honeycombs to Gladwell's keep, and kill him when you're around level 20? Or do you have to wait till much later? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 25, 2007 Share Posted November 25, 2007 It was Landsman, the head of the Avernum Survey Expedition, that give the advice. It's possible to kill Gladwell about levels 20-24. It depends upon what spells you have and how powerful your party is when you do it. You need some good area of effects spells to take out the shades that Gladwell summons and unshackle mind to deal with mind effecting spells. If you are under the geas, then go into the reward area and destroy the undead in the east before going in the backdoor. There's no reason to make this harder than necessary. Quote Link to comment Share on other sites More sharing options...
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